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My game will have 3 activities (splashscreen, options menu and main game).

As it stands, each is a separate activity with it's own activity class and GLSurfaceview class.

Is this structure the right way of doing things?

Secondly, I wish to load all my bitmaps in my Splashscreen activity 'up front' but if I do this, how exactly do I access / reference them from other classes / activities?

Appreciate if someone could clear this up for me.

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closed as not a real question by Byte56, Josh Petrie, bummzack, Anko, msell Apr 25 '13 at 8:56

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.If this question can be reworded to fit the rules in the help center, please edit the question.

Is it working for you? Are you having any problems with it? – Byte56 Apr 20 '13 at 15:34
Not sure what's ''not clear' about this question. – BungleBonce Apr 25 '13 at 12:47
Thanks @JaySoyer for a great answer :-) – BungleBonce Apr 30 '13 at 16:10
up vote 1 down vote accepted

Is this structure the right way of doing things?

Nothing wrong with that setup. I'd just be careful about the Splash screen. Splash screens (for Android) are meant as a temporarily placeholder to show that something is loading. If your App takes less then a second to load, then you shouldn't have a splash screen. Too many people make splash screens when they truly aren't needed. Here's some interesting info about Android splash screens.

You can load all your bitmaps by extending the Application class. In a way, it can provide global variables that persist between Activities. Generally, not a good practice for Android Apps, however games can be a good exception. Here's a link. Extending Application.

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Thank you! I will check out the links you provided – BungleBonce Apr 24 '13 at 16:56

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