I've started to develop game in Libgdx and I started to work on something. I got a background.png I'm trying to load from my skin. I'm trying to load gameskin.atlas into my AssetManager object but everytime I try to load it, I get an error message:
Caused by: com.badlogic.gdx.utils.SerializationException: Error parsing file: packs/gameskin.atlas
at com.badlogic.gdx.utils.JsonReader.parse(JsonReader.java:77)
at com.badlogic.gdx.utils.Json.fromJson(Json.java:692)
... 14 more
Caused by: com.badlogic.gdx.utils.SerializationException: Error parsing JSON on line 3 near:
gameskin.png
*ERROR*format: RGBA8888
filter: Nearest,Nearest
repeat: none
footballpi
at com.badlogic.gdx.utils.JsonReader.parse(JsonReader.java:549)
at com.badlogic.gdx.utils.JsonReader.parse(JsonReader.java:55)
at com.badlogic.gdx.utils.JsonReader.parse(JsonReader.java:75)
... 15 more
Here is where I try to load it:
package screens;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import engine.Values;
public class GameScreen extends ScreenWrapper{
private final String GAME_SKIN_PATH = "packs/gameskin.atlas";
private ScreenRenderer renderer;
public GameScreen(ScreenManager manager) {
super(manager);
}
@Override
public void initiate() {
manager.getLoader().load(GAME_SKIN_PATH, Skin.class);
}
@Override
public void buildStage() {
Skin skin = manager.getLoader().getAsset(GAME_SKIN_PATH, Skin.class);
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(242/255f, 242/255f, 242/255f, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
super.render(delta);
}
@Override
public void dispose() {
manager.getLoader().unload(GAME_SKIN_PATH);
}
}
I tried to delete the size parameter in the gameskin.atlas file but it's not the problem. What could be the problem?
EDIT: I tried to use AssetDescriptors and SkinParameter to solve this problem. Now it emits this error:
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Error reading pack file: packs/gameskin.atlas
at com.badlogic.gdx.assets.AssetManager.handleTaskError(AssetManager.java:570)
at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:375)
at com.badlogic.gdx.assets.AssetManager.finishLoading(AssetManager.java:396)
at engine.utils.AssetsLoader.load(AssetsLoader.java:41)
at screens.GameScreen.initiate(GameScreen.java:21)
at screens.ScreenManager.pushScreen(ScreenManager.java:21)
at engine.TapTapMain.create(TapTapMain.java:27)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:147)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:124)
Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Error reading pack file: packs/gameskin.atlas
at com.badlogic.gdx.graphics.g2d.TextureAtlas$TextureAtlasData.<init>(TextureAtlas.java:187)
at com.badlogic.gdx.assets.loaders.TextureAtlasLoader.getDependencies(TextureAtlasLoader.java:58)
at com.badlogic.gdx.assets.loaders.TextureAtlasLoader.getDependencies(TextureAtlasLoader.java:34)
at com.badlogic.gdx.assets.AssetLoadingTask.handleSyncLoader(AssetLoadingTask.java:99)
at com.badlogic.gdx.assets.AssetLoadingTask.update(AssetLoadingTask.java:88)
at com.badlogic.gdx.assets.AssetManager.updateTask(AssetManager.java:498)
at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:373)
... 7 more
Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Invalid line:
at com.badlogic.gdx.graphics.g2d.TextureAtlas.readTuple(TextureAtlas.java:443)
at com.badlogic.gdx.graphics.g2d.TextureAtlas$TextureAtlasData.<init>(TextureAtlas.java:115)
... 13 more
Here is my GameScreen Now:
package screens;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import engine.Values;
import engine.utils.AssetsLoader;
public class GameScreen extends ScreenWrapper{
private ScreenRenderer renderer;
// The constructor gets the ScreenManager to notify on screen transitions
public GameScreen(ScreenManager manager) {
super(manager);
}
@Override
public void initiate() {
manager.getLoader().load(AssetsLoader.SKIN_GAME);
}
@Override
public void buildStage() {
Skin skin = manager.getLoader().findAsset(AssetsLoader.SKIN_GAME);
Image backgroundPitch = new Image(skin.getDrawable("football_pitch"));
backgroundPitch.setSize(Values.WIDTH, Values.HEIGHT);
renderer.addActor(backgroundPitch);
addActor(renderer);
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(242/255f, 242/255f, 242/255f, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
super.render(delta);
}
@Override
public void dispose() {
manager.getLoader().unload(Values.GAME_SKIN_PATH);
}
}
You are trying to load a Atlas
into a Skin . A Atlas
is a file that holds all the packed data of a image. A Skin
holds the data to use with Scene2D
elements like BitmapFont
, LabelStyle
and ButtonStyle
.
A skin needs both a json skin file and a atlas. To load it properly in one go with a AssetManager
you need to use the SkinLoader.SkinParameter
.
manager.load("skin.json", Skin.class, new SkinLoader.SkinParameter("image.atlas"));
In addition, I prefer to use AssetDescriptors to lookup assets in the manager. These will go into your manager class:
//A atlas or texture do not require additional parameters.
public static final AssetDescriptor<TextureAtlas> ATLAS =
new AssetDescriptor<TextureAtlas>("image.atlas", TextureAtlas.class);
//A skin does require additional parameters.
public static final AssetDescriptor<Skin> SKIN =
new AssetDescriptor<Skin>("skin.json", Skin.class,
new SkinLoader.SkinParameter("image.atlas"));
Now load these when/however you want manager.load(skin)
. When you need a specific asset you can look these descriptors up staticaly in your Assets class and pass it to your manager manager.find(Assets.SKIN)
. Firstly this creates a nice list of all your assets when you type Assets.
, secondly you don't need to cast or add the .class
of the asset when your assigning it since that is already in the AssetDescriptor
and finally you don't need a string to lookup a path in the manager which is error prone.
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