game item to load its own image if needed; common resource pool to assist that

This commit is contained in:
minjaesong
2019-03-10 17:46:48 +09:00
parent 9cf30ab3f4
commit 4b91f485a5
21 changed files with 197 additions and 66 deletions

View File

@@ -4,7 +4,6 @@ import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Files;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.audio.AudioDevice;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
@@ -290,11 +289,12 @@ public class AppLoader implements ApplicationListener {
private FrameBuffer renderFBO;
public static AssetManager assetManager;
public static CommonResourcePool resourcePool;
@Override
public void create() {
assetManager = new AssetManager();
resourcePool = CommonResourcePool.INSTANCE;
// set basis of draw
logoBatch = new SpriteBatch();
@@ -533,7 +533,7 @@ public class AppLoader implements ApplicationListener {
shaderPassthruRGB.dispose();
shaderColLUT.dispose();
assetManager.dispose();
resourcePool.dispose();
fullscreenQuad.dispose();
logoBatch.dispose();
@@ -604,6 +604,11 @@ public class AppLoader implements ApplicationListener {
}
ModMgr.INSTANCE.invoke(); // invoke Module Manager
AppLoader.resourcePool.loadAll();
printdbg(this, "all modules loaded successfully");
BlocksDrawer.INSTANCE.getWorld(); // will initialize the BlocksDrawer by calling dummy method
LightmapRenderer.INSTANCE.hdr(0f);