A typical use case
Now we have seen what kinds of different resources there are, but we do not know yet how to apply this knowledge to our game. While the approach you have seen in Chapter 1, Making a Game Tick, may work for simple examples, it does not scale well to a bigger project. As our game grows, we have to reflect about how the resources are going to be used. This is explained in the next sections.
Graphics
In our game, a crucial part will be the visual representation of the world and different objects in it. We need to think about how we get from an image on the hard disk to its visualization on the screen.
Game entities such as the player's airplane, enemies, or the landscape are represented with sprites and possibly texts. They do not own the heavy textures and fonts; instead they use the front-end classes to refer to them.
As a consequence, the resources (textures and fonts) need to be accessible by the entities. We must make sure that the resource objects stay alive as long as any...