Class ResourceManager

java.lang.Object
com.mygdx.game.Managers.ResourceManager

public final class ResourceManager
extends java.lang.Object
Manages all assets and disposes of them when appropriate
  • Constructor Summary

    Constructors
    Constructor Description
    ResourceManager()  
  • Method Summary

    Modifier and Type Method Description
    static int addFontGenerator​(java.lang.String fontPath)
    loads the font file this doesn't create a font (MAY NOT WORK)
    static int addTexture​(java.lang.String fPath)
    Schedules an asset for loading
    static int addTextureAtlas​(java.lang.String fPath)
    Schedules an asset for loading
    static int addTileMap​(java.lang.String fPath)
    Prefaces name with |TM| followed by the internal index of the tilemap however this isn't required to access this asset
    static void cleanUp()
    It is imperative that this is called unless you want memory leeks
    static int createFont​(int font_generator_id, int fontSize)
    Actually creates a font.
    static int createFont​(java.lang.String fontName, int fontSize)
    Actually creates a font.
    static com.badlogic.gdx.graphics.g2d.BitmapFont getFont​(int font_id)  
    static com.badlogic.gdx.graphics.g2d.BitmapFont getFont​(java.lang.String fontName)  
    static int getId​(java.lang.String name)
    only looks for simple assets not specialty ones so largely only textures
    static com.badlogic.gdx.graphics.g2d.Sprite getSprite​(int atlas_id, java.lang.String name)  
    static com.badlogic.gdx.graphics.Texture getTexture​(int id)  
    static com.badlogic.gdx.graphics.Texture getTexture​(java.lang.String fPath)  
    static com.badlogic.gdx.graphics.g2d.TextureAtlas getTextureAtlas​(int id)  
    static com.badlogic.gdx.graphics.g2d.TextureAtlas getTextureAtlas​(java.lang.String fPath)  
    static com.badlogic.gdx.maps.tiled.TiledMap getTileMap​(int id)
    Gets the tile map returns null if not a tile map
    static com.badlogic.gdx.maps.tiled.TiledMap getTileMap​(java.lang.String fPath)
    Looks for fPath in ids then determines if it is a tile map and returns the corresponding map
    static void Initialize()
    The equivalent to a constructor
    static void loadAssets()
    Actually loads the assets

    Methods inherited from class java.lang.Object

    clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
  • Constructor Details

    • ResourceManager

      public ResourceManager()
  • Method Details

    • Initialize

      public static void Initialize()
      The equivalent to a constructor
    • addTexture

      public static int addTexture​(java.lang.String fPath)
      Schedules an asset for loading
      Parameters:
      fPath - the file path of the asset
      Returns:
      returns the id of the asset can be used in place of the name;
    • addTextureAtlas

      public static int addTextureAtlas​(java.lang.String fPath)
      Schedules an asset for loading
      Parameters:
      fPath - the file path of the asset
      Returns:
      returns the id of the asset can be used in place of the name;
    • addTileMap

      public static int addTileMap​(java.lang.String fPath)
      Prefaces name with |TM| followed by the internal index of the tilemap however this isn't required to access this asset
      Parameters:
      fPath - the file location of the asset
      Returns:
      id of the asset
    • addFontGenerator

      public static int addFontGenerator​(java.lang.String fontPath)
      loads the font file this doesn't create a font (MAY NOT WORK)
      Parameters:
      fontPath - the path of the font file
      Returns:
      the id of the font generator
    • createFont

      public static int createFont​(int font_generator_id, int fontSize)
      Actually creates a font. Can be created after the final load request (MAY NOT WORK)
      Parameters:
      font_generator_id - the id of the font generator
      fontSize - the size of the desired font this can't be changed later (would have load another font)
      Returns:
      id of the font -1 not found
    • createFont

      public static int createFont​(java.lang.String fontName, int fontSize)
      Actually creates a font. Can be created after the final load request (MAY NOT WORK)
      Parameters:
      fontName - the file name of the font
      fontSize - the size of the desired font this can't be changed later (would have load another font)
      Returns:
      id of the font -1 if not found
    • loadAssets

      public static void loadAssets()
      Actually loads the assets
    • getTexture

      public static com.badlogic.gdx.graphics.Texture getTexture​(java.lang.String fPath)
    • getTextureAtlas

      public static com.badlogic.gdx.graphics.g2d.TextureAtlas getTextureAtlas​(java.lang.String fPath)
    • getTileMap

      public static com.badlogic.gdx.maps.tiled.TiledMap getTileMap​(java.lang.String fPath)
      Looks for fPath in ids then determines if it is a tile map and returns the corresponding map
      Parameters:
      fPath - the fPath to the asset
      Returns:
      The asset if found or null
    • getTexture

      public static com.badlogic.gdx.graphics.Texture getTexture​(int id)
    • getTextureAtlas

      public static com.badlogic.gdx.graphics.g2d.TextureAtlas getTextureAtlas​(int id)
    • getSprite

      public static com.badlogic.gdx.graphics.g2d.Sprite getSprite​(int atlas_id, java.lang.String name)
      Parameters:
      atlas_id - the id of the source texture atlas
      name - the name of the texture
      Returns:
      the found Sprite in the given atlas
    • getTileMap

      public static com.badlogic.gdx.maps.tiled.TiledMap getTileMap​(int id)
      Gets the tile map returns null if not a tile map
      Parameters:
      id - the id of the tile map
      Returns:
      the tile map
    • getId

      public static int getId​(java.lang.String name)
      only looks for simple assets not specialty ones so largely only textures
      Parameters:
      name - the desired asset name
      Returns:
      the id of the asset found if found
    • getFont

      public static com.badlogic.gdx.graphics.g2d.BitmapFont getFont​(int font_id)
    • getFont

      public static com.badlogic.gdx.graphics.g2d.BitmapFont getFont​(java.lang.String fontName)
    • cleanUp

      public static void cleanUp()
      It is imperative that this is called unless you want memory leeks