Book Image

Learning LibGDX Game Development- Second Edition

Book Image

Learning LibGDX Game Development- Second Edition

Overview of this book

Table of Contents (21 chapters)
Learning LibGDX Game Development Second Edition
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Loading and tracking assets


After making our assets, the next step is to allow our game to use them and load the texture atlas. Loading an asset such as a texture can be as simple as the following line of code:

    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 we want to run the game on Android. As we have learned in earlier...