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Example 6 with AssetManager

use of com.badlogic.gdx.assets.AssetManager in project Entitas-Java by Rubentxu.

the class Examples method create.

@Override
public void create() {
    engine = new ExamplesEngine();
    entitas = new Entitas();
    preferencesManager.LOG_LEVEL = LogManager.LOG_DEBUG;
    AssetManager assetsManager = new AssetManager(new TestFileHandleResolver());
    engine.addManager(new AssetsManagerGDX(assetsManager, preferencesManager));
    engine.addManager(new PhysicsManagerGDX(new Vector2(0, -9.8f)));
    engine.addManager(new GUIManagerGDX(new ScreenViewport(), new BitmapFont(), engine));
    engine.addManager(new SceneManagerGDX(engine, entitas));
    engine.addManager(new LogManagerGDX(preferencesManager));
    engine.addManager(new InputManagerGDX(entitas, engine));
    engine.addManager(preferencesManager);
    game = new ExamplesGame(engine, new EventBusGDX(new MBassador()));
    game.init();
    game.pushState(new PlatformExampleState(engine, entitas));
}
Also used : AssetManager(com.badlogic.gdx.assets.AssetManager) TestFileHandleResolver(com.examples.games.util.TestFileHandleResolver) ScreenViewport(com.badlogic.gdx.utils.viewport.ScreenViewport) MBassador(net.engio.mbassy.bus.MBassador) EventBusGDX(ilargia.egdx.impl.EventBusGDX) PlatformExampleState(com.examples.games.states.PlatformExampleState) Vector2(com.badlogic.gdx.math.Vector2) BitmapFont(com.badlogic.gdx.graphics.g2d.BitmapFont) Entitas(ilargia.egdx.logicbricks.gen.Entitas)

Example 7 with AssetManager

use of com.badlogic.gdx.assets.AssetManager in project Entitas-Java by Rubentxu.

the class MatchOne method create.

@Override
public void create() {
    AssetManager assetsManager = new AssetManager(new TestFileHandleResolver());
    BasePreferencesManager preferencesManager = new BasePreferencesManager();
    MatchOneEngine engine = new MatchOneEngine();
    engine.addManager(new BaseAssetsManager(assetsManager, preferencesManager));
    //        new Collections(new CollectionsFactory() {
    //            @Override
    //            public <T> List<T> createList(Class<T> clazz) {
    //                if (clazz.equals(Integer.class))
    //                    return (List<T>) new IntArrayList();
    //                else
    //                    return new ObjectArrayList();
    //            }
    //
    //            @Override
    //            public <T> Set createSet(Class<T> clazz) {
    //                if (clazz.equals(Integer.class))
    //                    return new IntArraySet();
    //                else
    //                    return new ObjectOpenHashSet();
    //        }
    //
    //            @Override
    //            public <K, V> Map createMap(Class<K> keyClazz, Class<V> valueClazz) {
    //                return new Object2ObjectArrayMap();
    //            }
    //
    //
    //        });
    new EntitasCollections(new CollectionsFactories() {
    });
    MBassador bus = new MBassador(new IPublicationErrorHandler() {

        @Override
        public void handleError(PublicationError error) {
            Gdx.app.error("EBUS ERROR: ", error.toString());
        }
    });
    game = new MatchOneGame(engine, new EGEventBus(bus));
    game.init();
    game.pushState(new MatchOneState(engine));
}
Also used : CollectionsFactories(com.ilargia.games.entitas.factories.CollectionsFactories) AssetManager(com.badlogic.gdx.assets.AssetManager) TestFileHandleResolver(com.indignado.games.util.TestFileHandleResolver) PublicationError(net.engio.mbassy.bus.error.PublicationError) MatchOneState(com.indignado.games.states.MatchOneState) MBassador(net.engio.mbassy.bus.MBassador) BaseAssetsManager(com.ilargia.games.entitas.egdx.base.managers.BaseAssetsManager) EntitasCollections(com.ilargia.games.entitas.factories.EntitasCollections) BasePreferencesManager(com.ilargia.games.entitas.egdx.base.managers.BasePreferencesManager) IPublicationErrorHandler(net.engio.mbassy.bus.error.IPublicationErrorHandler) EGEventBus(com.ilargia.games.entitas.egdx.EGEventBus)

Example 8 with AssetManager

use of com.badlogic.gdx.assets.AssetManager in project libgdx by libgdx.

the class BaseG3dTest method create.

@Override
public void create() {
    if (assets == null)
        assets = new AssetManager();
    modelBatch = new ModelBatch();
    cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    cam.position.set(10f, 10f, 10f);
    cam.lookAt(0, 0, 0);
    cam.near = 0.1f;
    cam.far = 1000f;
    cam.update();
    createAxes();
    Gdx.input.setInputProcessor(inputController = new CameraInputController(cam));
}
Also used : CameraInputController(com.badlogic.gdx.graphics.g3d.utils.CameraInputController) AssetManager(com.badlogic.gdx.assets.AssetManager) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera)

Example 9 with AssetManager

use of com.badlogic.gdx.assets.AssetManager in project libgdx by libgdx.

the class Basic3DSceneTest method create.

@Override
public void create() {
    modelBatch = new ModelBatch();
    lights = new Environment();
    lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
    lights.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
    cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    cam.position.set(0f, 7f, 10f);
    cam.lookAt(0, 0, 0);
    cam.near = 0.1f;
    cam.far = 300f;
    cam.update();
    camController = new CameraInputController(cam);
    Gdx.input.setInputProcessor(camController);
    assets = new AssetManager();
    assets.load("data/g3d/invaders.g3dj", Model.class);
    loading = true;
}
Also used : CameraInputController(com.badlogic.gdx.graphics.g3d.utils.CameraInputController) AssetManager(com.badlogic.gdx.assets.AssetManager) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) Environment(com.badlogic.gdx.graphics.g3d.Environment) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)

Example 10 with AssetManager

use of com.badlogic.gdx.assets.AssetManager in project libgdx by libgdx.

the class OcclusionCullingTest method create.

@Override
public void create() {
    Gdx.input.setOnscreenKeyboardVisible(true);
    super.create();
    GLProfiler.enable();
    StringBuilder sb = new StringBuilder();
    sb.append("Swipe for next test\n");
    sb.append("Long press to toggle debug mode\n");
    sb.append("Ctrl+drag to rotate\n");
    sb.append("Scroll to zoom\n");
    sb.append("Tap to spawn dynamic entity, press\n");
    sb.append("'0' to spawn ").append(KEY_SPAWN_OCCLUDEE_AMOUNT).append(" static entities\n");
    sb.append("'1' to set normal/disabled/occlusion-culling\n");
    sb.append("'2' to change camera\n");
    sb.append("'3' to toggle camera movement\n");
    sb.append("'4' to cycle occlusion buffer sizes\n");
    sb.append("'5' to toggle occlusion buffer image\n");
    sb.append("'6' to toggle shadows\n");
    instructions = sb.toString();
    AssetManager assets = new AssetManager();
    disposables.add(assets);
    for (String modelName : OCCLUDEE_PATHS_DYNAMIC) assets.load(modelName, Model.class);
    assets.load(DEFAULT_TEX_PATH, Texture.class);
    Camera shadowCamera = ((DirectionalShadowLight) light).getCamera();
    shadowCamera.viewportWidth = shadowCamera.viewportHeight = 120;
    // User controlled camera
    overviewCam = camera;
    overviewCam.position.set(overviewCam.direction).nor().scl(-100);
    overviewCam.lookAt(Vector3.Zero);
    overviewCam.far = camera.far *= 2;
    overviewCam.update(true);
    // Animated frustum camera model
    frustumCam = new PerspectiveCamera(FRUSTUM_CAMERA_FOV, camera.viewportWidth, camera.viewportHeight);
    frustumCam.far = FRUSTUM_CAMERA_FAR;
    frustumCam.update(true);
    final Model frustumModel = FrustumCullingTest.createFrustumModel(frustumCam.frustum.planePoints);
    frustumModel.materials.first().set(new ColorAttribute(ColorAttribute.AmbientLight, Color.WHITE));
    disposables.add(frustumModel);
    frustumInstance = new ModelInstance(frustumModel);
    spriteBatch = new SpriteBatch();
    disposables.add(spriteBatch);
    shapeRenderer = new ShapeRenderer();
    disposables.add(shapeRenderer);
    oclBuffer = new OcclusionBuffer(OCL_BUFFER_EXTENTS[0], OCL_BUFFER_EXTENTS[0]);
    disposables.add(oclBuffer);
    occlusionCuller = new OcclusionCuller() {

        @Override
        public boolean isOccluder(btCollisionObject object) {
            return (object.getCollisionFlags() & CF_OCCLUDER_OBJECT) != 0;
        }

        @Override
        public void onObjectVisible(btCollisionObject object) {
            visibleEntities.add(world.entities.get(object.getUserValue()));
        }
    };
    disposables.add(occlusionCuller);
    // Add occluder walls
    final Model occluderModel = modelBuilder.createBox(OCCLUDER_DIM.x, OCCLUDER_DIM.y, OCCLUDER_DIM.z, new Material(ColorAttribute.createDiffuse(Color.WHITE)), VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal);
    disposables.add(occluderModel);
    world.addConstructor("wall", new BulletConstructor(occluderModel, 0, new btBoxShape(tmpV1.set(OCCLUDER_DIM).scl(0.5f))));
    float y = OCCLUDER_DIM.y * 0.5f;
    addOccluder("wall", 0, tmpV1.set(20, y, 0));
    addOccluder("wall", -60, tmpV1.set(10, y, 20));
    addOccluder("wall", 60, tmpV1.set(10, y, -20));
    addOccluder("wall", 0, tmpV1.set(-20, y, 0));
    addOccluder("wall", 60, tmpV1.set(-10, y, 20));
    addOccluder("wall", -60, tmpV1.set(-10, y, -20));
    // Add ground
    final Model groundModel = modelBuilder.createBox(GROUND_DIM.x, GROUND_DIM.y, GROUND_DIM.z, new Material(ColorAttribute.createDiffuse(Color.WHITE)), VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal);
    btCollisionShape groundShape = new btBoxShape(tmpV1.set(GROUND_DIM).scl(0.5f));
    world.addConstructor("big_ground", new BulletConstructor(groundModel, 0, groundShape));
    BulletEntity e = world.add("big_ground", 0, -GROUND_DIM.y * 0.5f, 0f);
    e.body.setFriction(1f);
    e.setColor(Color.FOREST);
    // Occludee entity constructors. Scale models uniformly and set a default diffuse texture.
    BoundingBox bb = new BoundingBox();
    assets.finishLoadingAsset(DEFAULT_TEX_PATH);
    TextureAttribute defaultTexture = new TextureAttribute(TextureAttribute.Diffuse, assets.get(DEFAULT_TEX_PATH, Texture.class));
    for (int i = 0; i < OCCLUDEE_PATHS_DYNAMIC.length; i++) {
        String modelPath = OCCLUDEE_PATHS_DYNAMIC[i];
        OCCLUDEE_PATHS_STATIC[i] = "static" + modelPath;
        assets.finishLoadingAsset(modelPath);
        Model model = assets.get(modelPath, Model.class);
        if (!model.materials.first().has(TextureAttribute.Diffuse))
            model.materials.first().set(defaultTexture);
        Vector3 dim = model.calculateBoundingBox(bb).getDimensions(tmpV1);
        float scaleFactor = OCCLUDEE_MAX_EXTENT / Math.max(dim.x, Math.max(dim.y, dim.z));
        for (Node node : model.nodes) node.scale.scl(scaleFactor);
        btCollisionShape shape = new btBoxShape(dim.scl(scaleFactor * 0.5f));
        world.addConstructor(modelPath, new BulletConstructor(model, 1, shape));
        world.addConstructor(OCCLUDEE_PATHS_STATIC[i], new BulletConstructor(model, 0, shape));
    }
    // Add occludees
    for (int i = 0; i < STARTING_OCCLUDEE_AMOUNT; i++) addRandomOccludee(false);
}
Also used : com.badlogic.gdx.physics.bullet.collision.btBoxShape(com.badlogic.gdx.physics.bullet.collision.btBoxShape) DirectionalShadowLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalShadowLight) StringBuilder(com.badlogic.gdx.utils.StringBuilder) Node(com.badlogic.gdx.graphics.g3d.model.Node) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) SpriteBatch(com.badlogic.gdx.graphics.g2d.SpriteBatch) Texture(com.badlogic.gdx.graphics.Texture) com.badlogic.gdx.physics.bullet.collision.btCollisionShape(com.badlogic.gdx.physics.bullet.collision.btCollisionShape) BoundingBox(com.badlogic.gdx.math.collision.BoundingBox) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) Camera(com.badlogic.gdx.graphics.Camera) com.badlogic.gdx.physics.bullet.collision.btCollisionObject(com.badlogic.gdx.physics.bullet.collision.btCollisionObject) TextureAttribute(com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute) AssetManager(com.badlogic.gdx.assets.AssetManager) Material(com.badlogic.gdx.graphics.g3d.Material) Vector3(com.badlogic.gdx.math.Vector3) ShapeRenderer(com.badlogic.gdx.graphics.glutils.ShapeRenderer) ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) Model(com.badlogic.gdx.graphics.g3d.Model) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)

Aggregations

AssetManager (com.badlogic.gdx.assets.AssetManager)21 SpriteBatch (com.badlogic.gdx.graphics.g2d.SpriteBatch)13 BitmapFont (com.badlogic.gdx.graphics.g2d.BitmapFont)9 InternalFileHandleResolver (com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver)8 OrthographicCamera (com.badlogic.gdx.graphics.OrthographicCamera)5 PerspectiveCamera (com.badlogic.gdx.graphics.PerspectiveCamera)5 ShapeRenderer (com.badlogic.gdx.graphics.glutils.ShapeRenderer)4 OrthoCamController (com.badlogic.gdx.tests.utils.OrthoCamController)4 ModelBatch (com.badlogic.gdx.graphics.g3d.ModelBatch)3 LoadedCallback (com.badlogic.gdx.assets.AssetLoaderParameters.LoadedCallback)2 FileHandleResolver (com.badlogic.gdx.assets.loaders.FileHandleResolver)2 Texture (com.badlogic.gdx.graphics.Texture)2 BitmapFontCache (com.badlogic.gdx.graphics.g2d.BitmapFontCache)2 FreeTypeFontGeneratorLoader (com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGeneratorLoader)2 FreetypeFontLoader (com.badlogic.gdx.graphics.g2d.freetype.FreetypeFontLoader)2 Material (com.badlogic.gdx.graphics.g3d.Material)2 Model (com.badlogic.gdx.graphics.g3d.Model)2 ModelInstance (com.badlogic.gdx.graphics.g3d.ModelInstance)2 ColorAttribute (com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)2 CameraInputController (com.badlogic.gdx.graphics.g3d.utils.CameraInputController)2