I am trying to use the AssetManager class in LibGDX and I understand how it works but I am trying to implement a loading screen. I have followed the AssetManagerTest.java file here, but I am having a hard time trying to figure out how to get it to work correctly. Can someone point me in the right direction? My goal is to load the assets (textures, sounds, fonts, ... etc) and update a bar with the percentage complete on the screen. I don't understand the ResolutionFileResolver and the Resolution[] in the link I provided. What are they for? My goal is to support a static class that can give me access to all of the assets I need in my game from any screen. Is there a preferred method to do this? Thanks.
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To create a Loading screen you may want to follow the approach explained in the thread "How should I manage resources in a professional project" of LibGDX forum. ResolutionFileResolver is used to load different assets depending the resolution of the device. For example, you define a file extension ".480800" for devices of 480x800 then the AssetManager loads one or the other asset based on the resolver. Hope it helps. |
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