/* Dice in the dark. D & D Android app for the blind and seeing impaired,
* Copyright (C) 2013 Lovisa Irpa Helgadottir
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package com.example.diceindark;
import java.util.ArrayList;
import java.util.List;
import com.example.framework.Sound;
import com.example.framework.gl.Animation;
import com.example.framework.gl.Texture;
import com.example.framework.gl.TextureRegion;
import com.example.framework.impl.GLGame;
public class Assets {
public static Texture mainMenuScreen;
public static TextureRegion mainMenuScreenRegion;
public static Texture items;
public static List<TextureRegion> D4;
public static List<TextureRegion> D6;
public static List<TextureRegion> D8;
public static List<TextureRegion> D10;
public static List<TextureRegion> D12;
public static List<TextureRegion> D20;
public static List<TextureRegion> D100;
public static Animation D4_anim;
public static Animation D6_anim;
public static Animation D8_anim;
public static Animation D10_anim;
public static Animation D12_anim;
public static Animation D20_anim;
public static Animation D100_anim;
public static Sound shakeDie;
public static Sound rollDie;
public static void load(GLGame game) {
D4= new ArrayList<TextureRegion>();
D6= new ArrayList<TextureRegion>();
D8= new ArrayList<TextureRegion>();
D10=new ArrayList<TextureRegion>();
D12= new ArrayList<TextureRegion>();
D20= new ArrayList<TextureRegion>();
D100 = new ArrayList<TextureRegion>();
mainMenuScreen = new Texture(game, "background.png");
mainMenuScreenRegion = new TextureRegion(mainMenuScreen, 0, 0, 320, 480);
items = new Texture(game,"atlas.png");
D4.add(new TextureRegion(items, 480, 0, 160, 220));
D4.add(new TextureRegion(items, 320, 0, 160, 220));
D4.add(new TextureRegion(items, 160, 0, 160, 220));
D4.add(new TextureRegion(items, 0, 0, 160, 220));
D4_anim= new Animation(0.3f, D4.get(0),D4.get(1), D4.get(2),D4.get(3));
D6.add(new TextureRegion(items, 645+800, 0, 160, 220));
D6.add(new TextureRegion(items,645+640,0,160,220));
D6.add(new TextureRegion(items, 645+480, 0, 160, 220));
D6.add(new TextureRegion(items, 645+320, 0, 160, 220));
D6.add(new TextureRegion(items, 645+160, 0, 160, 220));
D6.add(new TextureRegion(items,645,0,160,220));
D6_anim= new Animation(0.3f, D6.get(0),D6.get(1), D6.get(2),D6.get(3), D6.get(4),D6.get(5));
D8.add(new TextureRegion(items, 1120, 220, 160, 220));
D8.add(new TextureRegion(items,960,220,160,220));
D8.add(new TextureRegion(items, 800, 220, 160, 220));
D8.add(new TextureRegion(items,640,220,160,220));
D8.add(new TextureRegion(items, 480, 220, 160, 220));
D8.add(new TextureRegion(items, 320, 220, 160, 220));
D8.add(new TextureRegion(items, 160, 220, 160, 220));
D8.add(new TextureRegion(items,0,220,160,220));
D8_anim= new Animation(0.3f, D8.get(0),D8.get(1), D8.get(2),D8.get(3), D8.get(4),D8.get(5),D8.get(6),D8.get(7));
D10.add(new TextureRegion(items,0,480+240,160,220));
D10.add(new TextureRegion(items, 160, 480+240, 160, 220));
D10.add(new TextureRegion(items, 320, 480+240, 160, 220));
D10.add(new TextureRegion(items, 480, 480+240, 160, 220));
D10.add(new TextureRegion(items,640,480+240,160,220));
D10.add(new TextureRegion(items, 800, 480+240, 160, 220));
D10.add(new TextureRegion(items,960,480+240,160,220));
D10.add(new TextureRegion(items, 1120, 480+240, 160, 220));
D10.add(new TextureRegion(items,1280,480+240,160,220));
D10.add(new TextureRegion(items, 1440, 480+240, 160, 220));
D10_anim= new Animation(0.3f, D10.get(0),D10.get(1), D10.get(2),D10.get(3), D10.get(4),D10.get(5),D10.get(6),D10.get(7),D10.get(8),D10.get(9));
D12.add(new TextureRegion(items, 1440, 480, 160, 220));
D12.add(new TextureRegion(items,1280,480,160,220));
D12.add(new TextureRegion(items, 1120, 480, 160, 220));
D12.add(new TextureRegion(items,960,480,160,220));
D12.add(new TextureRegion(items, 800, 480, 160, 220));
D12.add(new TextureRegion(items,640,480,160,220));
D12.add(new TextureRegion(items, 480, 480, 160, 220));
D12.add(new TextureRegion(items, 320, 480, 160, 220));
D12.add(new TextureRegion(items, 160, 480, 160, 220));
D12.add(new TextureRegion(items,0,480,160,220));
D12.add(new TextureRegion(items, 1440, 220, 160, 220));
D12.add(new TextureRegion(items,1280,220,160,220));
D12_anim= new Animation(0.3f, D12.get(0),D12.get(1), D12.get(2),D12.get(3), D12.get(4),D12.get(5),D12.get(6),D12.get(7),D12.get(8),D12.get(9),D12.get(10),D12.get(11));
D20.add(new TextureRegion(items, 1440+5, 480+920+50+10, 160, 220));
D20.add(new TextureRegion(items,1280+5,480+920+50+10,160,220));
D20.add(new TextureRegion(items, 1120+5, 480+920+50+10, 160, 220));
D20.add(new TextureRegion(items,960+5,480+920+50+10,160,220));
D20.add(new TextureRegion(items, 800+5, 480+920+50+10, 160, 220));
D20.add(new TextureRegion(items,640+5,480+920+50+10,160,220));
D20.add(new TextureRegion(items, 480+5, 480+920+50+10, 160, 220));
D20.add(new TextureRegion(items, 320+5, 480+920+50+10, 160, 220));
D20.add(new TextureRegion(items, 160+5, 480+920+50+10, 160, 220));
D20.add(new TextureRegion(items,0+5,480+920+50+510,160,220));
D20.add(new TextureRegion(items, 1440, 480+700+40, 160, 220));
D20.add(new TextureRegion(items,1280,480+700+40,160,220));
D20.add(new TextureRegion(items, 1120, 480+700+40, 160, 220));
D20.add(new TextureRegion(items,960,480+700+40,160,220));
D20.add(new TextureRegion(items, 800, 480+700+40, 160, 220));
D20.add(new TextureRegion(items,640,480+700+40,160,220));
D20.add(new TextureRegion(items, 480, 480+700+40, 160, 220));
D20.add(new TextureRegion(items, 320, 480+700+40, 160, 220));
D20.add(new TextureRegion(items, 160, 480+700+40, 160, 220));
D20.add(new TextureRegion(items,0,480+700+40,160,220));
D20_anim= new Animation(0.3f, D20.get(0),D20.get(1), D20.get(2),D20.get(3), D20.get(4),D20.get(5),D20.get(6),D20.get(7),D20.get(8),D20.get(9),D20.get(10),D20.get(11), D20.get(12),D20.get(13), D20.get(14),D20.get(15),D20.get(16),D20.get(17),D20.get(18),D20.get(19));
D100.add(new TextureRegion(items,0,960,160,220));
D100.add(new TextureRegion(items, 160, 960, 160, 220));
D100.add(new TextureRegion(items, 320, 960, 160, 220));
D100.add(new TextureRegion(items, 480, 960, 160, 220));
D100.add(new TextureRegion(items,640,960,160,220));
D100.add(new TextureRegion(items, 800, 960, 160, 220));
D100.add(new TextureRegion(items,960,960,160,220));
D100.add(new TextureRegion(items, 1120, 960, 160, 220));
D100.add(new TextureRegion(items,1280,960,160,220));
D100.add(new TextureRegion(items, 1440, 960, 160, 220));
D100_anim= new Animation(0.3f, D100.get(0),D100.get(1), D100.get(2),D100.get(3), D100.get(4),D100.get(5),D100.get(6),D100.get(7),D100.get(8),D100.get(9));
rollDie=game.getAudio().newSound("ShakeAndRollDice-SoundBible.com-591494296.mp3");
shakeDie = game.getAudio().newSound("ShakeDice-SoundBible.com-1630587513.mp3");
}
public static void reload() {
mainMenuScreen.reload();
items.reload();
}
public static void playSound(Sound sound) {
sound.play(1);
}
public static void playLoopSound(Sound sound) {
sound.playloop(1);
}
}