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	<id>https://wiki.cifprodolfoucha.es/index.php?action=history&amp;feed=atom&amp;title=LIBGDX_AssetManager</id>
	<title>LIBGDX AssetManager - Historial de revisiones</title>
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	<updated>2026-10-17T06:12:40Z</updated>
	<subtitle>Historial de revisiones de esta página en el wiki</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>https://wiki.cifprodolfoucha.es/index.php?title=LIBGDX_AssetManager&amp;diff=650&amp;oldid=prev</id>
		<title>Wiki: /* Introdución */</title>
		<link rel="alternate" type="text/html" href="https://wiki.cifprodolfoucha.es/index.php?title=LIBGDX_AssetManager&amp;diff=650&amp;oldid=prev"/>
		<updated>2016-01-07T15:16:34Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Introdución&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;es&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Revisión anterior&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revisión del 15:16 7 ene 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot; &gt;Línea 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Línea 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Introdución===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Introdución===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Nota:&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; Esta explicación está [http://&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;manuais&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;iessanclemente&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;net&lt;/del&gt;/index.php?title=LIBGDX_Os_graficos relacionada cos gráficos].&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Nota:&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; Esta explicación está [http://&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;wiki&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;cifprodolfoucha&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;es&lt;/ins&gt;/index.php?title=LIBGDX_Os_graficos relacionada cos gráficos].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Wiki</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.cifprodolfoucha.es/index.php?title=LIBGDX_AssetManager&amp;diff=451&amp;oldid=prev</id>
		<title>Wiki: Página creada con «&lt;span style=&quot;font-size:150%;&quot;&gt;UNIDADE 3: AssetManager&lt;/span&gt;  ===Introdución===  &lt;b&gt;&lt;u&gt;Nota:&lt;/u&gt;&lt;/b&gt; Esta explicación está [http://manuais.iessanclemente.net/index.php?t...»</title>
		<link rel="alternate" type="text/html" href="https://wiki.cifprodolfoucha.es/index.php?title=LIBGDX_AssetManager&amp;diff=451&amp;oldid=prev"/>
		<updated>2015-12-09T22:22:37Z</updated>

		<summary type="html">&lt;p&gt;Página creada con «&amp;lt;span style=&amp;quot;font-size:150%;&amp;quot;&amp;gt;UNIDADE 3: AssetManager&amp;lt;/span&amp;gt;  ===Introdución===  &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Nota:&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; Esta explicación está [http://manuais.iessanclemente.net/index.php?t...»&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Página nueva&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;span style=&amp;quot;font-size:150%;&amp;quot;&amp;gt;UNIDADE 3: AssetManager&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Introdución===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Nota:&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; Esta explicación está [http://manuais.iessanclemente.net/index.php?title=LIBGDX_Os_graficos relacionada cos gráficos].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Información na wiki: https://github.com/libgdx/libgdx/wiki/Managing-your-assets&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
O obxectivo desta clase:&lt;br /&gt;
&lt;br /&gt;
* Impedir que o dispositivo móbil dea un &amp;#039;&amp;#039;&amp;#039;Not Responding&amp;#039;&amp;#039;&amp;#039;. Isto se pode producir se temos unha cantidade de gráficos moi alta e os cargamos como ata o de agora. A carga dos gráficos se fai no fío principal da aplicación.&lt;br /&gt;
&lt;br /&gt;
* Pode realizar unha carga asíncrona dos gráficos. Desta forma podemos ter unha pantalla de carga cunha barra de progreso para facer o xogo máis amigable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Esta clase só debería usarse cando o tamaño conxuntos de todos os gráficos sexa elevado.&lt;br /&gt;
&lt;br /&gt;
===Pasos para utilizar a clase AssetManager===&lt;br /&gt;
&lt;br /&gt;
* Primeiro debemos crear o obxecto AssetManager:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; line enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;&amp;quot; &amp;gt;&lt;br /&gt;
private AssetManager assetManager;&lt;br /&gt;
..........&lt;br /&gt;
&lt;br /&gt;
assetManager = new AssetManager();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Despois temos que indicarlle o que queremos cargar.&lt;br /&gt;
&lt;br /&gt;
:Isto se fai chamando ó [http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/assets/AssetManager.html#load-java.lang.String-java.lang.Class- método load].&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;&amp;quot; &amp;gt;&lt;br /&gt;
		assetManager.load(&amp;quot;LIBGDX_asset_mapa1.png&amp;quot;, Texture.class);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
:: - O primeiro parámetro é o nome do gráfico a cargar.&lt;br /&gt;
:: - O segundo parámetro é a clase de gráfico a cargar. Entre estas temos:&lt;br /&gt;
:::TextureAtlas.class&lt;br /&gt;
:::BitmapFont.class&lt;br /&gt;
:::Music.class&lt;br /&gt;
&lt;br /&gt;
:Este método está sobrecargado e podemos enviarlle como terceiro parámetro información extra como o tipo de algoritmo de compresión para os elementos gráficos.&lt;br /&gt;
&lt;br /&gt;
* Indicamos o tipo de carga que queremos:&lt;br /&gt;
:* Carga asíncrona: Neste intre a carga se fai asincronamente de tal forma que no método render da clase que está cargando o asset podemos comprobar o progreso da carga chamando ó [http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/assets/AssetManager.html#update-- método update].&lt;br /&gt;
:::Dito método devolve false no caso de que aínda estean cargando os gráficos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::Neste caso (devolve false, polo tanto estamos a cargar os gráficos) podemos chamar ó [http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/assets/AssetManager.html#getProgress-- método getProgress()] que nos vai devolver un número entre 0-1 indicando o grado de progreso da carga (0 empeza ; 1 rematou de cargar).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* Carga síncrona: Se queremos que a carga se faga sincronamente, é dicir, que non continúe coa execución ata que remate de cargar, teremos que chamar ó [http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/assets/AssetManager.html#finishLoading-- método finishLoading()].&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot;  enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;&amp;quot; &amp;gt;&lt;br /&gt;
	assetManager.finishLoading();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Unha vez cargados os gráficos temos que referencialos para poder ser usados polo noso xogo.&lt;br /&gt;
:&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot;  enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;&amp;quot; &amp;gt;&lt;br /&gt;
	private Texture mapa1;&lt;br /&gt;
        ............&lt;br /&gt;
&lt;br /&gt;
		mapa1 = assetManager.get(&amp;quot;LIBGDX_asset_mapa1.png&amp;quot;,Texture.class);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Unha vez os temos referenciados xa podemos usalos como ata o de agora.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;&amp;quot; &amp;gt;&lt;br /&gt;
	batch.draw(mapa1,0,0,100,100);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Unha vez que xa non os queremos utilizar temos varias opcións:&lt;br /&gt;
&lt;br /&gt;
::Chamar ó [http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/assets/AssetManager.html#unload-java.lang.String- método unLoad(String nomearquivo)]: se o gráfico está referenciado por outro assetmanager ou cargado manualmente non o libera.&lt;br /&gt;
::Chamar ó [http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/assets/AssetManager.html#clear-- método clear()]: desta forma se liberan todos os recursos gráficos cargados polo assetmanager, pero a diferenza do método dispose podo volver a usar o assetmanager para cargar outros gráficos.&lt;br /&gt;
::Chamar ó [http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/assets/AssetManager.html#dispose-- método dispose()]: libera os gráficos e destrúe o assetmanager.&lt;br /&gt;
::&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;&amp;quot; &amp;gt;&lt;br /&gt;
		assetManager.dispose();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Exemplo de código===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Descargade e descomprimide o arquivo seguinte. Copialo ó cartafol assets do proxecto Android.&lt;br /&gt;
[[Media:LIBGDX_assetmanager.zip]]&lt;br /&gt;
&lt;br /&gt;
Dito arquivo ten 3 mapas de proba, cunha resolución de 2400x4000 pixeles de resolución.&lt;br /&gt;
Para que vos deades unha idea, unha versión reducida do que levades comprimido é isto:&lt;br /&gt;
[[Imagen:LIBGDX_asset_mapa_mini.png | 500px | center]]&lt;br /&gt;
&amp;lt;center&amp;gt;O que se va na parte superior esquerda é o gráfico que estades a utiliza no voso xogo...&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Crear unha nova clase.&lt;br /&gt;
Deberedes de cambiar a clase co que inician as diferentes plataformas pola seguinte:&lt;br /&gt;
&lt;br /&gt;
====Versión asíncrona====&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Código da clase AssetManagerCarga&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Obxectivo: amosar como utilizar a clase AssetManager. Carga ASÍNCRONA&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; line enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;&amp;quot; &amp;gt;&lt;br /&gt;
public class AssetManagerCarga  extends ApplicationAdapter {&lt;br /&gt;
	SpriteBatch batch;&lt;br /&gt;
	&lt;br /&gt;
	private AssetManager assetManager;&lt;br /&gt;
&lt;br /&gt;
	private Texture mapa1;&lt;br /&gt;
	private Texture mapa2;&lt;br /&gt;
	private Texture mapa3;&lt;br /&gt;
	&lt;br /&gt;
   &lt;br /&gt;
	@Override&lt;br /&gt;
	public void create () {&lt;br /&gt;
		batch = new SpriteBatch();&lt;br /&gt;
&lt;br /&gt;
		&lt;br /&gt;
		assetManager = new AssetManager();&lt;br /&gt;
		&lt;br /&gt;
		assetManager.load(&amp;quot;LIBGDX_asset_mapa1.png&amp;quot;, Texture.class);&lt;br /&gt;
		assetManager.load(&amp;quot;LIBGDX_asset_mapa2.png&amp;quot;, Texture.class);&lt;br /&gt;
		assetManager.load(&amp;quot;LIBGDX_asset_mapa3.png&amp;quot;, Texture.class);&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void render () {&lt;br /&gt;
		Gdx.gl.glClearColor(1, 0, 0, 1);&lt;br /&gt;
		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);&lt;br /&gt;
		batch.begin();&lt;br /&gt;
		if (assetManager.update()){&lt;br /&gt;
			mapa1 = assetManager.get(&amp;quot;LIBGDX_asset_mapa1.png&amp;quot;,Texture.class);&lt;br /&gt;
			mapa2 = assetManager.get(&amp;quot;LIBGDX_asset_mapa2.png&amp;quot;,Texture.class);&lt;br /&gt;
			mapa3 = assetManager.get(&amp;quot;LIBGDX_asset_mapa3.png&amp;quot;,Texture.class);&lt;br /&gt;
			Gdx.app.log(&amp;quot;LIBGDX&amp;quot;,&amp;quot;Rematou de cargar&amp;quot;);	// Se esta é unha pantalla de carga agora cambiaríamos a do xogo&lt;br /&gt;
			Gdx.app.exit();&lt;br /&gt;
			&lt;br /&gt;
		}&lt;br /&gt;
		else {&lt;br /&gt;
			Gdx.app.log(&amp;quot;LIBGDX&amp;quot;,String.valueOf(assetManager.getProgress()));&lt;br /&gt;
		}&lt;br /&gt;
			&lt;br /&gt;
&lt;br /&gt;
		batch.end();&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	@Override&lt;br /&gt;
	public void dispose(){&lt;br /&gt;
		assetManager.dispose();&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Versión síncrona====&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Código da clase AssetManagerCarga&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Obxectivo: amosar como utilizar a clase AssetManager. Carga SÍNCRONA&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; line enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;23,25-27&amp;quot; &amp;gt;&lt;br /&gt;
public class AssetManagerCarga  extends ApplicationAdapter {&lt;br /&gt;
	SpriteBatch batch;&lt;br /&gt;
	&lt;br /&gt;
	private AssetManager assetManager;&lt;br /&gt;
&lt;br /&gt;
	private Texture mapa1;&lt;br /&gt;
	private Texture mapa2;&lt;br /&gt;
	private Texture mapa3;&lt;br /&gt;
	&lt;br /&gt;
   &lt;br /&gt;
	@Override&lt;br /&gt;
	public void create () {&lt;br /&gt;
		batch = new SpriteBatch();&lt;br /&gt;
&lt;br /&gt;
		&lt;br /&gt;
		assetManager = new AssetManager();&lt;br /&gt;
		&lt;br /&gt;
		assetManager.load(&amp;quot;LIBGDX_asset_mapa1.png&amp;quot;, Texture.class);&lt;br /&gt;
		assetManager.load(&amp;quot;LIBGDX_asset_mapa2.png&amp;quot;, Texture.class);&lt;br /&gt;
		assetManager.load(&amp;quot;LIBGDX_asset_mapa3.png&amp;quot;, Texture.class);&lt;br /&gt;
		&lt;br /&gt;
		// VERSION SINCRONA&lt;br /&gt;
		assetManager.finishLoading();&lt;br /&gt;
&lt;br /&gt;
	        mapa1 = assetManager.get(&amp;quot;LIBGDX_asset_mapa1.png&amp;quot;,Texture.class);&lt;br /&gt;
		mapa2 = assetManager.get(&amp;quot;LIBGDX_asset_mapa2.png&amp;quot;,Texture.class);&lt;br /&gt;
		mapa3 = assetManager.get(&amp;quot;LIBGDX_asset_mapa3.png&amp;quot;,Texture.class);&lt;br /&gt;
		&lt;br /&gt;
		// Xa cargamos os gráficos. &lt;br /&gt;
		// No xogo que estamos a facer, esta parte iría na clase AssetManager&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void render () {&lt;br /&gt;
		Gdx.gl.glClearColor(1, 0, 0, 1);&lt;br /&gt;
		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);&lt;br /&gt;
		batch.begin();&lt;br /&gt;
		&lt;br /&gt;
		// VERSION SINCRONA&lt;br /&gt;
		batch.draw(mapa1,0,0,Gdx.graphics.getWidth(),Gdx.graphics.getHeight());&lt;br /&gt;
&lt;br /&gt;
		batch.end();&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	@Override&lt;br /&gt;
	public void dispose(){&lt;br /&gt;
		assetManager.dispose();&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===TAREFA OPTATIVA A FACER===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TAREFA OPTATIVA A FACER:&amp;#039;&amp;#039;&amp;#039; Modifica a clase AssetsXogo para cargar os gráficos do xogo utilizando a clase AssetManager.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Nota:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt; &lt;br /&gt;
* Lembra modificar ó método dispose para liberar o assetmanager.&lt;br /&gt;
* Podes aumentar o nivel de dificultade creando unha pantalla de carga cunha barra de desprazamento,&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; -- [[Usuario:angelfg|Ángel D. Fernández González]] -- (2015).&lt;/div&gt;</summary>
		<author><name>Wiki</name></author>
		
	</entry>
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