Texture texture = new Texture(Gdx.files.internal("texture.png"));
In the preceding example, we ask Libgdx to get an internal file handle to the
texture.png file. Invoking an internal file means that Libgdx has to resolve the file's path by scanning the
assets folder of the game. Then, the handle is passed over as an argument to the constructor of the
Texture class to instantiate a new object of this type. This texture instance can now be directly rendered to the screen with another line of code, as shown in the following listing:
batch.draw(texture, x, y);
Obviously, working with assets is basically very easy. However, this matter becomes a lot more complicated when we want to use several assets. It gets even worse if want to run the game on Android. As we have...