public FlameMain () { super("Flame"); MathUtils.random = new RandomXS128(); particleSystem = ParticleSystem.get(); effect = new ParticleEffect(); particleSystem.add(effect); assetManager = new AssetManager(); assetManager.setErrorListener(this); assetManager.setLoader(ParticleEffect.class, new ParticleEffectLoader(new InternalFileHandleResolver())); controllersData = new Array<ControllerData>(); lwjglCanvas = new LwjglCanvas(renderer = new AppRenderer()); addWindowListener(new WindowAdapter() { public void windowClosed (WindowEvent event) { //System.exit(0); Gdx.app.exit(); } }); initializeComponents(); setSize(1280, 950); setLocationRelativeTo(null); setDefaultCloseOperation(DISPOSE_ON_CLOSE); setVisible(true); }
public FlameMain () { super("Flame"); MathUtils.random = new RandomXS128(); particleSystem = ParticleSystem.get(); effect = new ParticleEffect(); particleSystem.add(effect); assetManager = new AssetManager(); assetManager.setErrorListener(this); assetManager.setLoader(ParticleEffect.class, new ParticleEffectLoader(new InternalFileHandleResolver())); controllersData = new Array<ControllerData>(); lwjglCanvas = new LwjglCanvas(renderer = new AppRenderer()); addWindowListener(new WindowAdapter() { public void windowClosed (WindowEvent event) { //System.exit(0); Gdx.app.exit(); } }); initializeComponents(); setSize(1280, 950); setLocationRelativeTo(null); setDefaultCloseOperation(DISPOSE_ON_CLOSE); setVisible(true); }
/** Creates a new AssetManager with optionally all default loaders. If you don't add the default loaders then you do have to * manually add the loaders you need, including any loaders they might depend on. * @param defaultLoaders whether to add the default loaders */ public AssetManager (FileHandleResolver resolver, boolean defaultLoaders) { this.resolver = resolver; if (defaultLoaders) { setLoader(BitmapFont.class, new BitmapFontLoader(resolver)); setLoader(Music.class, new MusicLoader(resolver)); setLoader(Pixmap.class, new PixmapLoader(resolver)); setLoader(Sound.class, new SoundLoader(resolver)); setLoader(TextureAtlas.class, new TextureAtlasLoader(resolver)); setLoader(Texture.class, new TextureLoader(resolver)); setLoader(Skin.class, new SkinLoader(resolver)); setLoader(ParticleEffect.class, new ParticleEffectLoader(resolver)); setLoader(com.badlogic.gdx.graphics.g3d.particles.ParticleEffect.class, new com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader(resolver)); setLoader(PolygonRegion.class, new PolygonRegionLoader(resolver)); setLoader(I18NBundle.class, new I18NBundleLoader(resolver)); setLoader(Model.class, ".g3dj", new G3dModelLoader(new JsonReader(), resolver)); setLoader(Model.class, ".g3db", new G3dModelLoader(new UBJsonReader(), resolver)); setLoader(Model.class, ".obj", new ObjLoader(resolver)); setLoader(ShaderProgram.class, new ShaderProgramLoader(resolver)); setLoader(Cubemap.class, new CubemapLoader(resolver)); } executor = new AsyncExecutor(1); }
/** Creates a new AssetManager with optionally all default loaders. If you don't add the default loaders then you do have to * manually add the loaders you need, including any loaders they might depend on. * @param defaultLoaders whether to add the default loaders */ public AssetManager (FileHandleResolver resolver, boolean defaultLoaders) { this.resolver = resolver; if (defaultLoaders) { setLoader(BitmapFont.class, new BitmapFontLoader(resolver)); setLoader(Music.class, new MusicLoader(resolver)); setLoader(Pixmap.class, new PixmapLoader(resolver)); setLoader(Sound.class, new SoundLoader(resolver)); setLoader(TextureAtlas.class, new TextureAtlasLoader(resolver)); setLoader(Texture.class, new TextureLoader(resolver)); setLoader(Skin.class, new SkinLoader(resolver)); setLoader(ParticleEffect.class, new ParticleEffectLoader(resolver)); setLoader(com.badlogic.gdx.graphics.g3d.particles.ParticleEffect.class, new com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader(resolver)); setLoader(PolygonRegion.class, new PolygonRegionLoader(resolver)); setLoader(I18NBundle.class, new I18NBundleLoader(resolver)); setLoader(Model.class, ".g3dj", new G3dModelLoader(new JsonReader(), resolver)); setLoader(Model.class, ".g3db", new G3dModelLoader(new UBJsonReader(), resolver)); setLoader(Model.class, ".obj", new ObjLoader(resolver)); setLoader(ShaderProgram.class, new ShaderProgramLoader(resolver)); setLoader(Cubemap.class, new CubemapLoader(resolver)); } executor = new AsyncExecutor(1); }
assetManager.setLoader(ParticleEffect.class, new ParticleEffectLoader(new AbsoluteFileHandleResolver())); assetManager.get(DEFAULT_MODEL_PARTICLE, Model.class).materials.get(0).set(new BlendingAttribute(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA, 1));
assetManager.setLoader(ParticleEffect.class, new ParticleEffectLoader(new AbsoluteFileHandleResolver())); assetManager.get(DEFAULT_MODEL_PARTICLE, Model.class).materials.get(0).set(new BlendingAttribute(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA, 1));
public FlameMain () { super("Flame"); MathUtils.random = new RandomXS128(); particleSystem = ParticleSystem.get(); effect = new ParticleEffect(); particleSystem.add(effect); assetManager = new AssetManager(); assetManager.setErrorListener(this); assetManager.setLoader(ParticleEffect.class, new ParticleEffectLoader(new InternalFileHandleResolver())); controllersData = new Array<ControllerData>(); lwjglCanvas = new LwjglCanvas(renderer = new AppRenderer()); addWindowListener(new WindowAdapter() { public void windowClosed (WindowEvent event) { //System.exit(0); Gdx.app.exit(); } }); initializeComponents(); setSize(1280, 950); setLocationRelativeTo(null); setDefaultCloseOperation(DISPOSE_ON_CLOSE); setVisible(true); }
/** Creates a new AssetManager with optionally all default loaders. If you don't add the default loaders then you do have to * manually add the loaders you need, including any loaders they might depend on. * @param defaultLoaders whether to add the default loaders */ public AssetManager (FileHandleResolver resolver, boolean defaultLoaders) { this.resolver = resolver; if (defaultLoaders) { setLoader(BitmapFont.class, new BitmapFontLoader(resolver)); setLoader(Music.class, new MusicLoader(resolver)); setLoader(Pixmap.class, new PixmapLoader(resolver)); setLoader(Sound.class, new SoundLoader(resolver)); setLoader(TextureAtlas.class, new TextureAtlasLoader(resolver)); setLoader(Texture.class, new TextureLoader(resolver)); setLoader(Skin.class, new SkinLoader(resolver)); setLoader(ParticleEffect.class, new ParticleEffectLoader(resolver)); setLoader(com.badlogic.gdx.graphics.g3d.particles.ParticleEffect.class, new com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader(resolver)); setLoader(PolygonRegion.class, new PolygonRegionLoader(resolver)); setLoader(I18NBundle.class, new I18NBundleLoader(resolver)); setLoader(Model.class, ".g3dj", new G3dModelLoader(new JsonReader(), resolver)); setLoader(Model.class, ".g3db", new G3dModelLoader(new UBJsonReader(), resolver)); setLoader(Model.class, ".obj", new ObjLoader(resolver)); setLoader(ShaderProgram.class, new ShaderProgramLoader(resolver)); setLoader(Cubemap.class, new CubemapLoader(resolver)); } executor = new AsyncExecutor(1); }
assetManager.setLoader(ParticleEffect.class, new ParticleEffectLoader(new AbsoluteFileHandleResolver())); assetManager.get(DEFAULT_MODEL_PARTICLE, Model.class).materials.get(0).set(new BlendingAttribute(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA, 1));