how to create a loading bar with libgdx - Java - Android

03.02.2018
Libgdx-1.6.1: download link: https://libgdx.badlogicgames.com/releases/ Loading Bar Assets: download link: https://graphicburger.com/mobile-game-gui/ Font Skranji: download link: https://fonts.google.com/specimen/Skranji Hiero Cmd: on Windows: java -cp gdx.jar;gdx-natives.jar;gdx-backend-lwjgl.jar;gdx-backend-lwjgl-natives.jar;extensionsgdx-toolsgdx-tools.jar com.badlogic.gdx.tools.hiero.Hiero on Linux or Mac: java -cp gdx.jar:gdx-natives.jar:gdx-backend-lwjgl.jar:gdx-backend-lwjgl-natives.jar:extensions/gdx-tools/gdx-tools.jar com.badlogic.gdx.tools.hiero.Hiero Code: package com.simopr.loadingbar; import com.badlogic.gdx.ApplicationAdapter; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.assets.AssetManager; import com.badlogic.gdx.graphics.GL20; 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.TextureRegion; public class MyGdxLoadingBar extends ApplicationAdapter { SpriteBatch batch; Texture img; AssetManager assetManager; Texture loadingBarBackground; Texture loadingBarProgress; TextureRegion loadingBarProgressStart; TextureRegion loadingBarProgressBody; TextureRegion loadingBarProgressEnd; BitmapFont font; private void loadAssets(){ // load synchronously assetManager.load("badlogic.jpg", Texture.class); assetManager.load("loadingbar/loadingbarbackgroung.png", Texture.class); assetManager.load("loadingbar/loadingbarprogress.png", Texture.class); assetManager.load("font/font.fnt", BitmapFont.class); assetManager.finishLoading(); // load asynchronously assetManager.load("assets/1.jpg", Texture.class); assetManager.load("assets/2.jpg", Texture.class); assetManager.load("assets/3.jpg", Texture.class); assetManager.load("assets/4.jpg", Texture.class); assetManager.load("assets/5.jpg", Texture.class); assetManager.load("assets/6.jpg", Texture.class); assetManager.load("assets/7.jpg", Texture.class); assetManager.load("assets/8.jpg", Texture.class); assetManager.load("assets/9.jpg", Texture.class); assetManager.load("assets/2 (1).jpg", Texture.class); assetManager.load("assets/2 (2).jpg", Texture.class); assetManager.load("assets/2 (3).jpg", Texture.class); assetManager.load("assets/2 (4).jpg", Texture.class); assetManager.load("assets/2 (5).jpg", Texture.class); assetManager.load("assets/2 (6).jpg", Texture.class); assetManager.load("assets/2 (7).jpg", Texture.class); assetManager.load("assets/2 (8).jpg", Texture.class); assetManager.load("assets/2 (9).jpg", Texture.class); } @Override public void create () { batch = new SpriteBatch(); assetManager = new AssetManager(); this.loadAssets(); img = assetManager.get("badlogic.jpg", Texture.class); loadingBarBackground = assetManager.get("loadingbar/loadingbarbackgroung.png", Texture.class); loadingBarProgress = assetManager.get("loadingbar/loadingbarprogress.png",Texture.class);

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