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python pygame android 应用程序在移动设备上运行 apk 后崩溃

[英]python pygame android app crashes after running apk on mobile device

I developed a game utilizing python pygame framework which works well while testing using pycharm in desktop PC.我使用 python pygame 框架开发了一款游戏,该框架在桌面 PC 中使用 pycharm 进行测试时效果很好。 For converting to an android app, Ubuntu 19.10 OS running on Oracle VM VirtualBox was used.为了转换为 android 应用程序,使用了在 Oracle VM VirtualBox 上运行的 Ubuntu 19.10 OS。 APK file was obtained by running command buildozer android debug .通过运行命令buildozer android debug获得 APK 文件。 But on running the command buildozer android deploy run logcat > log.txt , the following error message gets recorded in the log.txt file and app crashes.但是在运行命令buildozer android deploy run logcat > log.txt时,log.txt 文件中记录了以下错误消息并且应用程序崩溃。

File "/home/nirmal/Desktop/App/.buildozer/android/app/main.py " line 69 in module.模块中的文件“/home/nirmal/Desktop/App/.buildozer/android/app/main.py”第 69 行。 pygame.error: java.io.FileNotFoundException: imagefile.png Python for android ended pygame.error: java.io.FileNotFoundException: imagefile.png Python for android ended

The line 69 in main.py corresponding to the error: main.py 中的第 69 行对应的错误:

IMG = pygame.image.load('imagefile.png')

The file location /home/nirmal/Desktop/App/.buildozer/android/app/ was checked and the availability of the file imagefile.png is confirmed.检查文件位置/home/nirmal/Desktop/App/.buildozer/android/app/并确认文件imagefile.png的可用性。 Only pygame is used in the code.代码中仅使用了 pygame。 Kivy is not used.未使用 Kivy。 The code is written in python3.代码是用python3编写的。

Here is my buildozer.spec file这是我的buildozer.spec文件

[app]

# (str) Title of your application
title = Game Application

# (str) Package name
package.name = gameapp

# (str) Package domain (needed for android/ios packaging)
package.domain = org.nirmal

# (str) Source code where the main.py live
source.dir = .

# (list) Source files to include (let empty to include all 
the files)
source.include_exts = py,png,jpg,kv,atlas

# (list) List of inclusions using pattern matching
#source.include_patterns = assets/*,images/*.png

# (list) Source files to exclude (let empty to not exclude 
anything)
#source.exclude_exts = spec

# (list) List of directory to exclude (let empty to not 
exclude anything)
#source.exclude_dirs = tests, bin

# (list) List of exclusions using pattern matching
#source.exclude_patterns = license,images/*/*.jpg

# (str) Application versioning (method 1)
version = 1.0

# (str) Application versioning (method 2)
# version.regex = __version__ = ['"](.*)['"]
# version.filename = %(source.dir)s/main.py

# (list) Application requirements
# comma separated e.g. requirements = sqlite3,kivy
requirements = python3,pygame

# (str) Custom source folders for requirements
# Sets custom source for any requirements with recipes
# requirements.source.kivy = ../../kivy

# (list) Garden requirements
#garden_requirements =

# (str) Presplash of the application
#presplash.filename = %(source.dir)s/data/presplash.png

# (str) Icon of the application
#icon.filename = %(source.dir)s/data/icon.png

# (str) Supported orientation (one of landscape, 
#sensorLandscape, portrait or all)
orientation = portrait

# (list) List of service to declare
#services = NAME:ENTRYPOINT_TO_PY,NAME2:ENTRYPOINT2_TO_PY

#
# OSX Specific
#

#
# author = © Copyright Info

# change the major version of python used by the app
osx.python_version = 3

# Kivy version to use
osx.kivy_version = 1.9.1

#
# Android specific
#

# (bool) Indicate if the application should be fullscreen or 
# not
fullscreen = 0

# (string) Presplash background color (for new android 
# toolchain)
# Supported formats are: #RRGGBB #AARRGGBB or one of the 
# following names:
# red, blue, green, black, white, gray, cyan, magenta, 
# yellow, lightgray,
# darkgray, grey, lightgrey, darkgrey, aqua, fuchsia, lime, 
# maroon, navy,
# olive, purple, silver, teal.
#android.presplash_color = #FFFFFF

# (list) Permissions
android.permissions = INTERNET

# (int) Target Android API, should be as high as possible.
#android.api = 27

# (int) Minimum API your APK will support.
android.minapi = 21

# (int) Android SDK version to use
#android.sdk = 20

# (str) Android NDK version to use
#android.ndk = 19b

# (int) Android NDK API to use. This is the minimum API your 
# app will support,         it should usually match 
# android.minapi.
#android.ndk_api = 21

# (bool) Use --private data storage (True) or --dir public 
# storage (False)
#android.private_storage = True

# (str) Android NDK directory (if empty, it will be 
# automatically downloaded.)
#android.ndk_path =

# (str) Android SDK directory (if empty, it will be 
# automatically downloaded.)
#android.sdk_path =

# (str) ANT directory (if empty, it will be automatically 
# downloaded.)
#android.ant_path =

# (bool) If True, then skip trying to update the Android sdk
# This can be useful to avoid excess Internet downloads or 
# save time
# when an update is due and you just want to test/build your 
# package
# android.skip_update = False

# (bool) If True, then automatically accept SDK license
# agreements. This is intended for automation only. If set 
# to False,
# the default, you will be shown the license when first 
# running
# buildozer.
# android.accept_sdk_license = False

# (str) Android entry point, default is ok for Kivy-based 
# app
#android.entrypoint = org.renpy.android.PythonActivity

# (str) Android app theme, default is ok for Kivy-based app
# android.apptheme = "@android:style/Theme.NoTitleBar"

# (list) Pattern to whitelist for the whole project
#android.whitelist =

# (str) Path to a custom whitelist file
#android.whitelist_src =

# (str) Path to a custom blacklist file
# android.blacklist_src =

# (list) List of Java .jar files to add to the libs so that 
# pyjnius can access
# their classes. Don't add jars that you do not need, since 
# extra jars can     slow
# down the build process. Allows wildcards matching, for 
# example:
# OUYA-ODK/libs/*.jar
#android.add_jars = foo.jar,bar.jar,path/to/more/*.jar

# (list) List of Java files to add to the android project 
# (can be java or a
# directory containing the files)
#android.add_src =

# (list) Android AAR archives to add (currently works only 
# with sdl2_gradle
# bootstrap)
#android.add_aars =

# (list) Gradle dependencies to add (currently works only 
# with sdl2_gradle
# bootstrap)
#android.gradle_dependencies =

# (list) add java compile options
# this can for example be necessary when importing certain 
#java libraries     using the 'android.gradle_dependencies' 
# option see 
# https://developer.android.com/studio/write/java8- 
# support for further     information
# android.add_compile_options = "sourceCompatibility = 1.8",     
# "targetCompatibility = 1.8"

# (list) Gradle repositories to add {can be necessary for 
# some android.gradle_dependencies}
# please enclose in double quotes 
# e.g. android.gradle_repositories = "maven { url     
# 'https://kotlin.bintray.com/ktor' }"
#android.add_gradle_repositories =

# (list) packaging options to add 
# see https://google.github.io/android-gradle-    dsl/current/com.android.build.gradle.internal.dsl.PackagingOptions.html
# can be necessary to solve conflicts in gradle_dependencies
# please enclose in double quotes 
# e.g. android.add_packaging_options = "exclude 'META-    
# INF/common.kotlin_module'", "exclude 'META- 
# INF/*.kotlin_module'"
#android.add_gradle_repositories =

# (list) Java classes to add as activities to the manifest.
#android.add_activites = com.example.ExampleActivity

# (str) OUYA Console category. Should be one of GAME or APP
# If you leave this blank, OUYA support will not be enabled
#android.ouya.category = GAME

# (str) Filename of OUYA Console icon. It must be a 732x412 
# png image.
#android.ouya.icon.filename = %
# (source.dir)s/data/ouya_icon.png

# (str) XML file to include as an intent filters in 
# <activity> tag
#android.manifest.intent_filters =

# (str) launchMode to set for the main activity
#android.manifest.launch_mode = standard

# (list) Android additional libraries to copy into 
# libs/armeabi
#android.add_libs_armeabi = libs/android/*.so
#android.add_libs_armeabi_v7a = libs/android-v7/*.so
#android.add_libs_arm64_v8a = libs/android-v8/*.so
#android.add_libs_x86 = libs/android-x86/*.so
#android.add_libs_mips = libs/android-mips/*.so

# (bool) Indicate whether the screen should stay on
# Don't forget to add the WAKE_LOCK permission if you set 
# this to True
#android.wakelock = False

# (list) Android application meta-data to set (key=value 
# format)
#android.meta_data =

# (list) Android library project to add (will be added in 
# the project.properties automatically.)
#android.library_references =

# (list) Android shared libraries which will be added to 
# AndroidManifest.xml     using <uses-library> tag
#android.uses_library =

# (str) Android logcat filters to use
#android.logcat_filters = *:S python:D

# (bool) Copy library instead of making a libpymodules.so
#android.copy_libs = 1

# (str) The Android arch to build for, choices: armeabi-v7a, 
# arm64-v8a, x86,     x86_64
android.arch = armeabi-v7a

#
# Python for android (p4a) specific
#

# (str) python-for-android fork to use, defaults to upstream 
#(kivy)
#p4a.fork = kivy

# (str) python-for-android branch to use, defaults to master
#p4a.branch = master

# (str) python-for-android git clone directory (if empty, it 
# will be automatically cloned from github)
#p4a.source_dir =

# (str) The directory in which python-for-android should 
# look for your own build recipes (if any)
#p4a.local_recipes =

# (str) Filename to the hook for p4a
#p4a.hook =

# (str) Bootstrap to use for android builds
# p4a.bootstrap = sdl2

# (int) port number to specify an explicit --port= p4a 
# argument (eg for bootstrap flask)
#p4a.port =


#
# iOS specific
#

# (str) Path to a custom kivy-ios folder
#ios.kivy_ios_dir = ../kivy-ios
# Alternately, specify the URL and branch of a git checkout:
ios.kivy_ios_url = https://github.com/kivy/kivy-ios
ios.kivy_ios_branch = master

# Another platform dependency: ios-deploy
# Uncomment to use a custom checkout
#ios.ios_deploy_dir = ../ios_deploy
# Or specify URL and branch
ios.ios_deploy_url = https://github.com/phonegap/ios-deploy
ios.ios_deploy_branch = 1.7.0

# (str) Name of the certificate to use for signing the debug 
#version
# Get a list of available identities: buildozer ios 
# list_identities
#ios.codesign.debug = "iPhone Developer: <lastname> 
# <firstname> (<hexstring>)"

# (str) Name of the certificate to use for signing the 
# release version
#ios.codesign.release = %(ios.codesign.debug)s


[buildozer]

# (int) Log level (0 = error only, 1 = info, 2 = debug (with 
#command output))
log_level = 2

# (int) Display warning if buildozer is run as root (0 = 
#False, 1 = True)
warn_on_root = 1

# (str) Path to build artifact storage, absolute or relative 
#to spec file
# build_dir = ./.buildozer

# (str) Path to build output (i.e. .apk, .ipa) storage
# bin_dir = ./bin

#    ------------------------------------------------------- 
# ----------------------
#    List as sections
#
#    You can define all the "list" as [section:key].
#    Each line will be considered as a option to the list.
#    Let's take [app] / source.exclude_patterns.
#    Instead of doing:
#
#[app]
#source.exclude_patterns = 
# license,data/audio/*.wav,data/images/original/*
#
#    This can be translated into:
#
#[app:source.exclude_patterns]
#license
#data/audio/*.wav
#data/images/original/*
#


#    ------------------------------------------------------- 
----------------------
#    Profiles
#
#    You can extend section / key with a profile
#    For example, you want to deploy a demo version of your 
application     without
#    HD content. You could first change the title to add    
# (demo)  in the name
#    and extend the excluded directories to remove the HD 
content.
#
#[app@demo]
#title = My Application (demo)
#
#[app:source.exclude_patterns@demo]
#images/hd/*
#
#    Then, invoke the command line with the "demo" profile:
#
#buildozer --profile demo android debug

@furas, thank you very much. @furas,非常感谢。 The os.getcwd() did the trick. os.getcwd()成功了。 I was under the wrong impression that os.path.dirname(__file__) produces an absolute path but in fact it outputs only relative path (empty string in this case).我的错误印象是os.path.dirname(__file__)会生成绝对路径,但实际上它只输出相对路径(在这种情况下为空字符串)。 The code is edited as follows:- current_path = os.getcwd() image_path = os.path.join(current_path, 'images') IMG = pygame.image.load(os.path.join(image_path, 'imagefile.png')) .代码编辑如下:- current_path = os.getcwd() image_path = os.path.join(current_path, 'images') IMG = pygame.image.load(os.path.join(image_path, 'imagefile.png')) Similar problem existed at two more places in the code and the same technique is used there too.代码中的另外两个地方也存在类似的问题,并且在那里也使用了相同的技术。 The issue of的问题

pygame.error: java.io.FileNotFoundException: pygame.错误:java.io.FileNotFoundException:

is resolved with that.解决了。 Now the android app ( apk file) is running smoothly in the mobile phone.现在android app( apk文件)在手机中运行流畅。

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