进度条的绘制实际上就是根据已经加载资源的百分比来改变图片的长度
一、初始化及常见API
manager.load("animation.png",Texture.class);
manager.unload("animation.png");
manager.isLoaded("animation.png")
manager.get("animation.png",Texture.class)
manager.update();
manager.getProgress()
二、应用举例
这个是一个名为“奋斗的小土豆”的博客(可以直接在百度中搜一下)中所用到的源码
package com.example.groupactiontest; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input.Keys; import com.badlogic.gdx.Input.Peripheral; import com.badlogic.gdx.assets.AssetManager; import com.badlogic.gdx.audio.Sound; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.BitmapFont; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.graphics.g2d.TextureRegion; public class MyGame implements ApplicationListener { AssetManager manager; BitmapFont font; SpriteBatch batch; BitmapFont font2; TextureAtlas tex2; Texture tex1; Texture progressBar_BG; Texture progressBar_FT; TextureRegion region; float progress = 0; @Override public void create() { batch = new SpriteBatch(); font = new BitmapFont(Gdx.files.internal("font.fnt"),false); manager = new AssetManager(); progressBar_BG = new Texture("progressBar.png"); progressBar_FT = new Texture("greenBar.png"); region = new TextureRegion(progressBar_BG, 0, 0,512,64); load(); } public void load(){ tex1 = new Texture("animation.png"); tex2 = new TextureAtlas(Gdx.files.internal("pack")); font2 = new BitmapFont(Gdx.files.internal("verdana39.fnt"),false); manager.load("animation.png",Texture.class); manager.load("pack1.png",Texture.class); manager.load("pack",TextureAtlas.class); manager.load("verdana39.png",Texture.class); manager.load("verdana39.fnt",BitmapFont.class); } public void unload(){ tex1.dispose(); tex2.dispose(); font2.dispose(); manager.unload("animation.png"); manager.unload("pack1.png"); manager.unload("pack"); manager.unload("verdana39.png"); manager.unload("verdana39.fnt"); } @Override public void dispose() { unload(); } @Override public void pause() { // TODO Auto-generated method stub } @Override public void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); manager.update(); batch.begin(); if(manager.isLoaded("animation.png")){ batch.draw(manager.get("animation.png",Texture.class), 50,50); } if(manager.isLoaded("verdana39.png")){ batch.draw(manager.get("verdana39.png",Texture.class),250,150,150,150); } if(manager.isLoaded("pack")){ batch.draw(manager.get("pack",TextureAtlas.class).findRegion("particle-star"),270,70); } if(manager.isLoaded("verdana39.fnt")){ manager.get("verdana39.fnt",BitmapFont.class).draw(batch, "This is a test", 100, 200); } if(manager.isLoaded("back.ogg",Sound.class)){ manager.get("back.ogg",Sound.class).play(); } progress = manager.getProgress()*512; font.draw(batch, "Progress :" + manager.getProgress()*100 +"%", 160, 15); batch.draw(progressBar_FT, 40, 0, progress, 54); batch.draw(region, 0, 20); batch.end(); } @Override public void resize(int arg0, int arg1) { // TODO Auto-generated method stub } @Override public void resume() { // TODO Auto-generated method stub } }
以下是我理解的源码
package com.example.groupactiontest; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input.Keys; import com.badlogic.gdx.Input.Peripheral; import com.badlogic.gdx.assets.AssetManager; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.BitmapFont; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.graphics.g2d.TextureRegion; public class MyGame implements ApplicationListener { AssetManager manager; SpriteBatch batch; BitmapFont font; Texture background_FT; Texture background_BG; TextureRegion region; float progress; @Override public void create() { manager = new AssetManager(); batch = new SpriteBatch(); font = new BitmapFont(Gdx.files.internal("font.fnt"), false); background_BG = new Texture(Gdx.files.internal("progressBar.png")); background_FT = new Texture(Gdx.files.internal("greenBar.png")); region = new TextureRegion(background_BG , 0, 0,512,64); load(); } public void load(){ manager.load("animation.png",Texture.class); manager.load("pack",TextureAtlas.class); manager.load("pack1.png",Texture.class); manager.load("verdana39.fnt",BitmapFont.class); manager.load("verdana39.png",Texture.class); } public void unload(){ font.dispose(); batch.dispose(); manager.unload("animation.png"); manager.unload("pack"); manager.unload("pack1.png"); manager.unload("verdana39.png"); manager.unload("verdana39.fnt"); } @Override public void dispose() { unload(); } @Override public void pause() { // TODO Auto-generated method stub } @Override public void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); manager.update(); batch.begin(); if(manager.isLoaded("animation.png",Texture.class)){ batch.draw(manager.get("animation.png", Texture.class), 0,100); } if(manager.isLoaded("verdana39.png",Texture.class)){ batch.draw(manager.get("verdana39.png",Texture.class),100,100); } if(manager.isLoaded("verdana39.fnt",BitmapFont.class)){ manager.get("verdana39.fnt",BitmapFont.class).draw(batch, "hello AssetManager", 0, 300); } if(manager.isLoaded("pack",TextureAtlas.class)){ batch.draw(manager.get("pack", TextureAtlas.class).findRegion("particle-star"), 200,0); } if(manager.isLoaded("pack1.png",Texture.class)){ batch.draw(manager.get("pack1.png",Texture.class), 300,300); } progress = manager.getProgress()*512; font.draw(batch, "Progress: " + manager.getProgress()*100 +"%" ,160, 15); batch.draw(background_FT, 40, 0, progress, 54); batch.draw(region, 0, 20); batch.end(); } @Override public void resize(int arg0, int arg1) { // TODO Auto-generated method stub } @Override public void resume() { // TODO Auto-generated method stub } }
四、源码下载
http://download.csdn.net/detail/caihongshijie6/7129269
(libgdx学习)AssetManager及进度条的绘制,布布扣,bubuko.com
原文:http://blog.csdn.net/hjd_love_zzt/article/details/22724385