package com.niw.slappybug.manager; import org.andengine.engine.Engine; import org.andengine.engine.camera.Camera; import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlas; import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlasTextureRegionFactory; import org.andengine.opengl.texture.region.ITextureRegion; import org.andengine.opengl.vbo.VertexBufferObjectManager; import com.niw.slappybug.Consts; import com.niw.slappybug.GameActivity; /** * @author Mateusz Mysliwiec * @author www.matim-dev.com * @version 1.0 */ public class ResourcesManager { //--------------------------------------------- // VARIABLES //--------------------------------------------- private static final ResourcesManager INSTANCE = new ResourcesManager(); public Engine engine; public GameActivity activity; public Camera camera; public VertexBufferObjectManager vbom; public ITextureRegion splash_region; private BitmapTextureAtlas splashTextureAtlas; //--------------------------------------------- // TEXTURES & TEXTURE REGIONS //--------------------------------------------- //--------------------------------------------- // CLASS LOGIC //--------------------------------------------- public void loadMenuResources() { loadMenuGraphics(); loadMenuAudio(); } public void loadGameResources() { loadGameGraphics(); loadGameFonts(); loadGameAudio(); } private void loadMenuGraphics() { } private void loadMenuAudio() { } private void loadGameGraphics() { } private void loadGameFonts() { } private void loadGameAudio() { } public void loadSplashScreen() { BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/"); splashTextureAtlas = new BitmapTextureAtlas(activity.getTextureManager(), Consts.SCREEN_HEIGHT, Consts.SCREEN_WIDTH); splash_region = BitmapTextureAtlasTextureRegionFactory.createFromAsset(splashTextureAtlas, activity, "background.png", 0, 0); } public void unloadSplashScreen() { splashTextureAtlas.unload(); splash_region = null; } /** * @param engine * @param activity * @param camera * @param vbom * <br><br> * We use this method at beginning of game loading, to prepare Resources Manager properly, * setting all needed parameters, so we can latter access them from different classes (eg. scenes) */ public static void prepareManager(Engine engine, GameActivity activity, Camera camera, VertexBufferObjectManager vbom) { getInstance().engine = engine; getInstance().activity = activity; getInstance().camera = camera; getInstance().vbom = vbom; } //--------------------------------------------- // GETTERS AND SETTERS //--------------------------------------------- public static ResourcesManager getInstance() { return INSTANCE; } }