[Best practice]Assetmanager vs TextureAtlas

At the moment i use both in combination but i think in a wrong way:


public class Assets {

	public static final AssetManager manager = new AssetManager();

	public static final String player = "hero/hero.txt";
	public static final String pogo = "enemy/pogopuschel.txt";

	public static void load() {
		
		manager.load(player, TextureAtlas.class);
		manager.load(pogo, TextureAtlas.class);
	}

	public static void dispose() {
		manager.dispose();
	}
}

PlayScreen class


public PlayScreen(Main game) {
		Assets.load();
		Assets.manager.finishLoading();
		atlas = Assets.manager.get(Assets.player, TextureAtlas.class); //Load only one Asset, how to load more?
}

Player class


public Player(PlayScreen screen) {
		super(screen);
		
		
		move_down 	= setAnimation(super.move_down, 32, 32, false);
		move_up		= setAnimation(super.move_up, 32, 32, false);	
		move_right	= setAnimation(super.move_right, 32, 32, false);
		move_left	= setAnimation(super.move_right, 32, 32, true);
		
		stand_down 	= new TextureRegion(screen.getAtlas().findRegion(super.stand_down), 0, 0, 32, 32);
		stand_up 	= new TextureRegion(screen.getAtlas().findRegion(super.stand_up), 0, 0, 32, 32);
		stand_right = new TextureRegion(screen.getAtlas().findRegion(super.stand_right), 0, 0, 32, 32);
		stand_left 	= new TextureRegion(screen.getAtlas().findRegion(super.stand_right), 0, 0, 32, 32);
		stand_left.flip(true, false);
		
		
	}

I have a lot of sprites maybe over 2000 can i only use TexturePacker and TextureAtlas? Or should i use the Assetmanager in combination?

How can i give the TextureAtlas all Assets from the AssetManager?