【发布时间】:2017-12-21 00:26:18
【问题描述】:
我目前正在阅读一本关于 LibGDX 游戏开发的书 - Learning LigbGDX Game Development。 在本书中,我们使用 TexturePacker2 生成一个 .png 和 .pack 文件,将六个纹理打包成一个纹理图集。我完全遵循了代码,但它不会在目标文件夹中生成任何内容。 这是我的桌面项目文件夹中的代码:
package com.packtpub.libgdx.canyonbunny;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
import com.badlogic.gdx.tools.imagepacker.TexturePacker2;
import com.badlogic.gdx.tools.imagepacker.TexturePacker2.Settings;
public class Main {
private static boolean rebuildAtlas = true;
private static boolean drawDebugOutline = false;
public static void main (String[] args) {
if (rebuildAtlas) {
Settings settings = new Settings();
settings.maxWidth = 1024;
settings.maxHeight = 1024;
settings.debug = drawDebugOutline;
TexturePacker2.process(settings, "assets-raw/images", "../CanyonBunny-android/assets/images", "canyonbunny.pack");
TexturePacker2.process(settings, "assets-raw/images-ui", "../CanyonBunny-android/assets/images", "canyonbunny-ui.pack");
rebuildAtlas = false;
}
LwjglApplicationConfiguration cfg = new LwjglApplicationConfiguration();
cfg.title = "CanyonBunny";
cfg.useGL20 = false;
cfg.width = 800;
cfg.height = 480;
new LwjglApplication(new CanyonBunnyMain(), cfg);
}
}
但是当我运行它时,我的 CanyonBunny-android/assets/images 文件夹中没有生成任何内容。我可以加载纹理的唯一方法是下载本书的源代码并将已经生成的 .png 和 .pack 文件夹放在正确的文件夹中。我完全按照这本书,所以我不确定问题是什么。我收到日志消息,它正在生成 1024x1024 纹理图集,因此正在执行代码。我有什么遗漏吗?
这是我启动应用程序时控制台显示的内容(使用已生成的文件)
Packing.........
Writing 1024x1024: ../CanyonBunny-android/assets/images/canyonbunny.png
Packing......
Writing 1024x1024: ../CanyonBunny-android/assets/images/canyonbunny-ui.png
game.Assets: # of assets loaded: 2
game.Assets: asset: images/canyonbunny.pack
game.Assets: asset: images/canyonbunny.png
没有已经生成的文件:
Packing.........
Writing 1024x1024: ../CanyonBunny-android/assets/images/canyonbunny.png
Packing......
Writing 1024x1024: ../CanyonBunny-android/assets/images/canyonbunny-ui.png
game.Assets: Couldn't load asset 'images/canyonbunny.pack'
com.badlogic.gdx.utils.GdxRuntimeException: File not found: images/canyonbunny.pack (Internal)
at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:127)
at com.badlogic.gdx.graphics.g2d.TextureAtlas$TextureAtlasData.<init>(TextureAtlas.java:97)
at com.badlogic.gdx.assets.loaders.TextureAtlasLoader.getDependencies(TextureAtlasLoader.java:59)
at com.badlogic.gdx.assets.loaders.TextureAtlasLoader.getDependencies(TextureAtlasLoader.java:34)
at com.badlogic.gdx.assets.AssetLoadingTask.handleSyncLoader(AssetLoadingTask.java:103)
at com.badlogic.gdx.assets.AssetLoadingTask.update(AssetLoadingTask.java:92)
at com.badlogic.gdx.assets.AssetManager.updateTask(AssetManager.java:399)
at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:314)
at com.badlogic.gdx.assets.AssetManager.finishLoading(AssetManager.java:337)
at game.Assets.init(Assets.java:38)
at com.packtpub.libgdx.canyonbunny.CanyonBunnyMain.create(CanyonBunnyMain.java:17)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:125)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:108)
game.Assets: # of assets loaded: 0
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.NullPointerException
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:111)
Caused by: java.lang.NullPointerException
at com.badlogic.gdx.utils.ObjectMap.get(ObjectMap.java:278)
at com.badlogic.gdx.assets.AssetManager.get(AssetManager.java:103)
at game.Assets.init(Assets.java:45)
at com.packtpub.libgdx.canyonbunny.CanyonBunnyMain.create(CanyonBunnyMain.java:17)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:125)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:108)
【问题讨论】:
-
也可以发布你的导入声明
-
当然。 Eclipse 刚刚崩溃。当我不使用预生成的纹理时,也尝试获取日志。编辑:添加进口
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图像包在android项目的assets文件夹中生成。确保输入路径中的图像存在,然后尝试刷新文件资源管理器:) 章节数是多少?
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刷新了,还是不行。 :( 我们首先在第 4 章中使用纹理打包器来处理游戏纹理,例如角色和硬币。现在我在第 7 章中将它用于菜单。文件的位置应该没问题,因为当我把已经生成的文件在那里,它的工作原理。