When loading textures with the assetManager I do something like this:
When I want to open and save a file without the assetManager(for example to create textures with BufferedImage while the game is running) I create a file with:
I can’t do “Textures/picture.png” as I would do with the assetManager, because the path can’t be located then.
This works fine in jmonkey, but when I distribute the game, the path used for the texture creation can’t be found. When I add the whole asset folder to the dist folder it can be found again, but it does not save the textures to the same folder the assetManager is referring to(but the assetManager must load the textures, after they are created).
Is there a way to make the new File("") always locate the same folder as the assetManager does? What other options to I have?
The game I’m creating runs in a swing frame but I want the users to also be able to run it in fullscreen mode. But if I do:
[java]AppSettings settings = new AppSettings(true);
final MainGame canvasApplication = new MainGame();
before starting the game it doesn’t change anything, the game still runs in the JFrame. How can I run the game in fullscreen mode, even if it normally runs in a JFrame?
Thanks for your help