Bandidos
Public Member Functions | Static Public Attributes | List of all members
com.mygdx.game.GameTextureResources Class Reference
Inheritance diagram for com.mygdx.game.GameTextureResources:
com.mygdx.game.engine.resources.BaseTextureResources com.mygdx.game.engine.resources.BaseResource

Public Member Functions

void load ()
 
- Public Member Functions inherited from com.mygdx.game.engine.resources.BaseTextureResources
RenderInfo getRenderInfo (String key)
 
void disposeAllTextures ()
 
void disposeTexture (String key)
 
void clean ()
 
- Public Member Functions inherited from com.mygdx.game.engine.resources.BaseResource
void loadRequest (AssetManager assetManager)
 
abstract void clean ()
 

Static Public Attributes

static final String UI_GAME_MENU_BACKGROUND = "menu_bg"
 
static final String UI_GAME_MENU_LOGO = "menu_logo"
 
static final String UI_GAME_MENU_PLAY_BTN = "button_play"
 
static final String UI_GAME_MENU_PLAY_BTN_PRESSED = "button_play_pressed"
 
static final String UI_INGAME_PAUSE_BTN = "button_pause"
 
static final String UI_INGAME_RETRY_BTN = "button_retry"
 
static final String UI_INGAME_RETRY_BTN_PRESSED = "button_retry_pressed"
 
static final String UI_INGAME_QUIT_BTN = "button_quit"
 
static final String UI_INGAME_QUIT_BTN_PRESSED = "button_quit_pressed"
 
static final String UI_INGAME_GAMEOVER_FIELD = "gameover_field"
 
static final String UI_INGAME_INTERFACE_GRADIENT = "interface_gradient"
 
static final String UI_INGAME_NEW_HIGHSCORE = "new_highscore_icon"
 
static final String UI_INGAME_SCORE_FIELD = "scorefield"
 
static final String UI_INGAME_WAVE_FIELD = "wavefield"
 
static final String UI_INGAME_HEALTHBAR = "health_bar"
 
static final String UI_POP_UP_PAUSE = "PausePopUp"
 
static final String UI_POP_UP_GAME_OVER = "GameOverPopUp"
 
static final String UI_BUTTON_CONTINUE = "ContinueButton"
 
static final String UI_ELEMENT_NEW_HIGHSCORE_MARK = "NewHighscoreMark"
 
static final String SPRITE_GAME_BACKGROUND_01 = "gameBackground01Sprite"
 
static final String SPRITE_GAME_ROOF = "roofLevel"
 
static final String SPRITE_BOW_AIM_TARGET = "bowAimTargetSprite"
 
static final String SPRITE_HP_BAR = "hpBarSprite"
 
static final String ANIMATION_BOW_DRAW = "bowDraw"
 
static final String ANIMATION_BOW_ARROW = "arrowFly"
 
static final String ANIMATION_BOW_SPECIAL_ARROW_EXPLOSIVE = "explosiveSpecialArrowFly"
 
static final String ANIMATION_BOW_SPECIAL_ARROW_FREEZE = "freezeSpecialArrowFly"
 
static final String ANIMATION_BOW_SPECIAL_ARROW_POISON = "poisonSpecialArrowFly"
 
static final String ANIMATION_TRAP_ACTIVATOR_TURN = "TrapActivatorTrunAnim"
 
static final String ANIMATION_LIGHT_BANDIT_0_IDLE = "LIGHT_bandit_0_Idle"
 
static final String ANIMATION_LIGHT_BANDIT_0_RUN = "LIGHT_bandit_0_Run"
 
static final String ANIMATION_LIGHT_BANDIT_0_DEATH = "LIGHT_bandit_0_Death"
 
static final String ANIMATION_LIGHT_BANDIT_0_ATTACK = "LIGHT_bandit_0_Attack"
 
static final String ANIMATION_MEDIUM_BANDIT_0_IDLE = "MEDIUM_Bandit_0_Idle"
 
static final String ANIMATION_MEDIUM_BANDIT_1_IDLE = "MEDIUM_Bandit_1_Idle"
 
static final String ANIMATION_MEDIUM_BANDIT_0_RUN = "MEDIUM_Bandit_0_Run"
 
static final String ANIMATION_MEDIUM_BANDIT_1_RUN = "MEDIUM_Bandit_1_Run"
 
static final String ANIMATION_MEDIUM_BANDIT_0_DEATH = "MEDIUM_Bandit_0_Death"
 
static final String ANIMATION_MEDIUM_BANDIT_1_DEATH = "MEDIUM_Bandit_1_Death"
 
static final String ANIMATION_MEDIUM_BANDIT_0_ATTACK = "MEDIUM_Bandit_0_Attack"
 
static final String ANIMATION_MEDIUM_BANDIT_1_ATTACK = "MEDIUM_Bandit_1_Attack"
 
static final String ANIMATION_HEAVY_BANDIT_0_IDLE = "HEAVY_bandit_0_Idle"
 
static final String ANIMATION_HEAVY_BANDIT_0_RUN = "HEAVY_bandit_0_Run"
 
static final String ANIMATION_HEAVY_BANDIT_0_DEATH = "HEAVY_bandit_0_Death"
 
static final String ANIMATION_HEAVY_BANDIT_0_ATTACK = "HEAVY_bandit_0_Attack"
 
static final String ANIMATION_HEAVY_BANDIT_0_CHARGE = "HEAVY_bandit_0_Charge"
 
static final String ANIMATION_TRAIN_WHEELS = "TrainWheels"
 
static final String SPRITE_TRAIN_BASE = "TrainBase"
 
static final String SPRITE_CART_BASE = "CartBase"
 
static final String SPRITE_TRAIN_RAIL = "TrainRail"
 
static final String SPRITE_TOUCH_UP = "Touch_Up"
 
static final String SPRITE_TOUCH_DOWN = "Touch_Down"
 
static final String SPRITE_ICE_CUBE_EFFECT = "IceCubeEffect"
 
static final String ANIMATION_EFFECT_HIT = "hitEffect_animation"
 
static final String ANIMATION_EFFECT_EXPLOSION_SMALL = "ExplosionEffectSmall_Animation"
 
static final String ANIMATION_EFFECT_EXPLOSION_BIG = "ExplosionEffectBig_Animation"
 
static final String SHEET_BLOOD_POOL = "bloodPoolSheet"
 
static final String SHEET_EXPLOSIVE_BARREL_TRAP = "ExplosiveBarrelSheetTrap"
 

Additional Inherited Members

- Protected Member Functions inherited from com.mygdx.game.engine.resources.BaseTextureResources
RenderInfo loadResource (String key, String path)
 
RenderInfo loadResource (String key, String pathSheet, String pathXml)
 
- Protected Member Functions inherited from com.mygdx.game.engine.resources.BaseResource
abstract void load ()
 
AssetManager getAssetManager ()
 

Detailed Description

All the Game Specific Texture resources are loaded here

Author
Ramses Di Perna

Member Function Documentation

◆ load()

void com.mygdx.game.GameTextureResources.load ( )

Member Data Documentation

◆ ANIMATION_BOW_ARROW

final String com.mygdx.game.GameTextureResources.ANIMATION_BOW_ARROW = "arrowFly"
static

◆ ANIMATION_BOW_DRAW

final String com.mygdx.game.GameTextureResources.ANIMATION_BOW_DRAW = "bowDraw"
static

◆ ANIMATION_BOW_SPECIAL_ARROW_EXPLOSIVE

final String com.mygdx.game.GameTextureResources.ANIMATION_BOW_SPECIAL_ARROW_EXPLOSIVE = "explosiveSpecialArrowFly"
static

◆ ANIMATION_BOW_SPECIAL_ARROW_FREEZE

final String com.mygdx.game.GameTextureResources.ANIMATION_BOW_SPECIAL_ARROW_FREEZE = "freezeSpecialArrowFly"
static

◆ ANIMATION_BOW_SPECIAL_ARROW_POISON

final String com.mygdx.game.GameTextureResources.ANIMATION_BOW_SPECIAL_ARROW_POISON = "poisonSpecialArrowFly"
static

◆ ANIMATION_EFFECT_EXPLOSION_BIG

final String com.mygdx.game.GameTextureResources.ANIMATION_EFFECT_EXPLOSION_BIG = "ExplosionEffectBig_Animation"
static

◆ ANIMATION_EFFECT_EXPLOSION_SMALL

final String com.mygdx.game.GameTextureResources.ANIMATION_EFFECT_EXPLOSION_SMALL = "ExplosionEffectSmall_Animation"
static

◆ ANIMATION_EFFECT_HIT

final String com.mygdx.game.GameTextureResources.ANIMATION_EFFECT_HIT = "hitEffect_animation"
static

◆ ANIMATION_HEAVY_BANDIT_0_ATTACK

final String com.mygdx.game.GameTextureResources.ANIMATION_HEAVY_BANDIT_0_ATTACK = "HEAVY_bandit_0_Attack"
static

◆ ANIMATION_HEAVY_BANDIT_0_CHARGE

final String com.mygdx.game.GameTextureResources.ANIMATION_HEAVY_BANDIT_0_CHARGE = "HEAVY_bandit_0_Charge"
static

◆ ANIMATION_HEAVY_BANDIT_0_DEATH

final String com.mygdx.game.GameTextureResources.ANIMATION_HEAVY_BANDIT_0_DEATH = "HEAVY_bandit_0_Death"
static

◆ ANIMATION_HEAVY_BANDIT_0_IDLE

final String com.mygdx.game.GameTextureResources.ANIMATION_HEAVY_BANDIT_0_IDLE = "HEAVY_bandit_0_Idle"
static

◆ ANIMATION_HEAVY_BANDIT_0_RUN

final String com.mygdx.game.GameTextureResources.ANIMATION_HEAVY_BANDIT_0_RUN = "HEAVY_bandit_0_Run"
static

◆ ANIMATION_LIGHT_BANDIT_0_ATTACK

final String com.mygdx.game.GameTextureResources.ANIMATION_LIGHT_BANDIT_0_ATTACK = "LIGHT_bandit_0_Attack"
static

◆ ANIMATION_LIGHT_BANDIT_0_DEATH

final String com.mygdx.game.GameTextureResources.ANIMATION_LIGHT_BANDIT_0_DEATH = "LIGHT_bandit_0_Death"
static

◆ ANIMATION_LIGHT_BANDIT_0_IDLE

final String com.mygdx.game.GameTextureResources.ANIMATION_LIGHT_BANDIT_0_IDLE = "LIGHT_bandit_0_Idle"
static

◆ ANIMATION_LIGHT_BANDIT_0_RUN

final String com.mygdx.game.GameTextureResources.ANIMATION_LIGHT_BANDIT_0_RUN = "LIGHT_bandit_0_Run"
static

◆ ANIMATION_MEDIUM_BANDIT_0_ATTACK

final String com.mygdx.game.GameTextureResources.ANIMATION_MEDIUM_BANDIT_0_ATTACK = "MEDIUM_Bandit_0_Attack"
static

◆ ANIMATION_MEDIUM_BANDIT_0_DEATH

final String com.mygdx.game.GameTextureResources.ANIMATION_MEDIUM_BANDIT_0_DEATH = "MEDIUM_Bandit_0_Death"
static

◆ ANIMATION_MEDIUM_BANDIT_0_IDLE

final String com.mygdx.game.GameTextureResources.ANIMATION_MEDIUM_BANDIT_0_IDLE = "MEDIUM_Bandit_0_Idle"
static

◆ ANIMATION_MEDIUM_BANDIT_0_RUN

final String com.mygdx.game.GameTextureResources.ANIMATION_MEDIUM_BANDIT_0_RUN = "MEDIUM_Bandit_0_Run"
static

◆ ANIMATION_MEDIUM_BANDIT_1_ATTACK

final String com.mygdx.game.GameTextureResources.ANIMATION_MEDIUM_BANDIT_1_ATTACK = "MEDIUM_Bandit_1_Attack"
static

◆ ANIMATION_MEDIUM_BANDIT_1_DEATH

final String com.mygdx.game.GameTextureResources.ANIMATION_MEDIUM_BANDIT_1_DEATH = "MEDIUM_Bandit_1_Death"
static

◆ ANIMATION_MEDIUM_BANDIT_1_IDLE

final String com.mygdx.game.GameTextureResources.ANIMATION_MEDIUM_BANDIT_1_IDLE = "MEDIUM_Bandit_1_Idle"
static

◆ ANIMATION_MEDIUM_BANDIT_1_RUN

final String com.mygdx.game.GameTextureResources.ANIMATION_MEDIUM_BANDIT_1_RUN = "MEDIUM_Bandit_1_Run"
static

◆ ANIMATION_TRAIN_WHEELS

final String com.mygdx.game.GameTextureResources.ANIMATION_TRAIN_WHEELS = "TrainWheels"
static

◆ ANIMATION_TRAP_ACTIVATOR_TURN

final String com.mygdx.game.GameTextureResources.ANIMATION_TRAP_ACTIVATOR_TURN = "TrapActivatorTrunAnim"
static

◆ SHEET_BLOOD_POOL

final String com.mygdx.game.GameTextureResources.SHEET_BLOOD_POOL = "bloodPoolSheet"
static

◆ SHEET_EXPLOSIVE_BARREL_TRAP

final String com.mygdx.game.GameTextureResources.SHEET_EXPLOSIVE_BARREL_TRAP = "ExplosiveBarrelSheetTrap"
static

◆ SPRITE_BOW_AIM_TARGET

final String com.mygdx.game.GameTextureResources.SPRITE_BOW_AIM_TARGET = "bowAimTargetSprite"
static

◆ SPRITE_CART_BASE

final String com.mygdx.game.GameTextureResources.SPRITE_CART_BASE = "CartBase"
static

◆ SPRITE_GAME_BACKGROUND_01

final String com.mygdx.game.GameTextureResources.SPRITE_GAME_BACKGROUND_01 = "gameBackground01Sprite"
static

◆ SPRITE_GAME_ROOF

final String com.mygdx.game.GameTextureResources.SPRITE_GAME_ROOF = "roofLevel"
static

◆ SPRITE_HP_BAR

final String com.mygdx.game.GameTextureResources.SPRITE_HP_BAR = "hpBarSprite"
static

◆ SPRITE_ICE_CUBE_EFFECT

final String com.mygdx.game.GameTextureResources.SPRITE_ICE_CUBE_EFFECT = "IceCubeEffect"
static

◆ SPRITE_TOUCH_DOWN

final String com.mygdx.game.GameTextureResources.SPRITE_TOUCH_DOWN = "Touch_Down"
static

◆ SPRITE_TOUCH_UP

final String com.mygdx.game.GameTextureResources.SPRITE_TOUCH_UP = "Touch_Up"
static

◆ SPRITE_TRAIN_BASE

final String com.mygdx.game.GameTextureResources.SPRITE_TRAIN_BASE = "TrainBase"
static

◆ SPRITE_TRAIN_RAIL

final String com.mygdx.game.GameTextureResources.SPRITE_TRAIN_RAIL = "TrainRail"
static

◆ UI_BUTTON_CONTINUE

final String com.mygdx.game.GameTextureResources.UI_BUTTON_CONTINUE = "ContinueButton"
static

◆ UI_ELEMENT_NEW_HIGHSCORE_MARK

final String com.mygdx.game.GameTextureResources.UI_ELEMENT_NEW_HIGHSCORE_MARK = "NewHighscoreMark"
static

◆ UI_GAME_MENU_BACKGROUND

final String com.mygdx.game.GameTextureResources.UI_GAME_MENU_BACKGROUND = "menu_bg"
static

◆ UI_GAME_MENU_LOGO

final String com.mygdx.game.GameTextureResources.UI_GAME_MENU_LOGO = "menu_logo"
static

◆ UI_GAME_MENU_PLAY_BTN

final String com.mygdx.game.GameTextureResources.UI_GAME_MENU_PLAY_BTN = "button_play"
static

◆ UI_GAME_MENU_PLAY_BTN_PRESSED

final String com.mygdx.game.GameTextureResources.UI_GAME_MENU_PLAY_BTN_PRESSED = "button_play_pressed"
static

◆ UI_INGAME_GAMEOVER_FIELD

final String com.mygdx.game.GameTextureResources.UI_INGAME_GAMEOVER_FIELD = "gameover_field"
static

◆ UI_INGAME_HEALTHBAR

final String com.mygdx.game.GameTextureResources.UI_INGAME_HEALTHBAR = "health_bar"
static

◆ UI_INGAME_INTERFACE_GRADIENT

final String com.mygdx.game.GameTextureResources.UI_INGAME_INTERFACE_GRADIENT = "interface_gradient"
static

◆ UI_INGAME_NEW_HIGHSCORE

final String com.mygdx.game.GameTextureResources.UI_INGAME_NEW_HIGHSCORE = "new_highscore_icon"
static

◆ UI_INGAME_PAUSE_BTN

final String com.mygdx.game.GameTextureResources.UI_INGAME_PAUSE_BTN = "button_pause"
static

◆ UI_INGAME_QUIT_BTN

final String com.mygdx.game.GameTextureResources.UI_INGAME_QUIT_BTN = "button_quit"
static

◆ UI_INGAME_QUIT_BTN_PRESSED

final String com.mygdx.game.GameTextureResources.UI_INGAME_QUIT_BTN_PRESSED = "button_quit_pressed"
static

◆ UI_INGAME_RETRY_BTN

final String com.mygdx.game.GameTextureResources.UI_INGAME_RETRY_BTN = "button_retry"
static

◆ UI_INGAME_RETRY_BTN_PRESSED

final String com.mygdx.game.GameTextureResources.UI_INGAME_RETRY_BTN_PRESSED = "button_retry_pressed"
static

◆ UI_INGAME_SCORE_FIELD

final String com.mygdx.game.GameTextureResources.UI_INGAME_SCORE_FIELD = "scorefield"
static

◆ UI_INGAME_WAVE_FIELD

final String com.mygdx.game.GameTextureResources.UI_INGAME_WAVE_FIELD = "wavefield"
static

◆ UI_POP_UP_GAME_OVER

final String com.mygdx.game.GameTextureResources.UI_POP_UP_GAME_OVER = "GameOverPopUp"
static

◆ UI_POP_UP_PAUSE

final String com.mygdx.game.GameTextureResources.UI_POP_UP_PAUSE = "PausePopUp"
static

The documentation for this class was generated from the following file: