# Using the AssetManager in LibGDX

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.

• Thanks for the link. That definitely helps... As for the ResolutionFileResolver, do I create separate directories with those names, or actually use those as file extensions for the images? Is there a general size I should follow for images in my game, to be used on almost all resolutions? Thanks for your help! Mar 8, 2012 at 19:42