We will now create our own Assets
class to organize and structure our assets. First, add a new constant to the Constants
class that points to the description file of the texture atlas:
public class Constants { // Visible game world is 5 meters wide public static final float VIEWPORT_WIDTH = 5.0f; // Visible game world is 5 meters tall public static final float VIEWPORT_HEIGHT = 5.0f; // Location of description file for texture atlas public static final String TEXTURE_ATLAS_OBJECTS = "images/canyonbunny.pack"; }
Next, create a new file for the Assets
class and add the following code:
package com.packtpub.libgdx.canyonbunny.game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.assets.AssetErrorListener; import com.badlogic.gdx.assets.AssetManager; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.utils.Disposable; import com.packtpub.libgdx.canyonbunny.util.Constants; public class Assets implements Disposable, AssetErrorListener...