[英]Libgdx error loading atlas file
我已经开始在Libgdx中开发游戏,并且开始从事某些工作。 我有一个background.png试图从我的皮肤加载。 我试图将gameskin.atlas加载到我的AssetManager对象中,但是每次尝试加载它时,都会收到错误消息:
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
这是我尝试加载的地方:
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);
}
}
我试图删除gameskin.atlas文件中的size参数,但这不是问题。 可能是什么问题呢?
编辑:我试图使用AssetDescriptors和SkinParameter解决此问题。 现在,它发出此错误:
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
这是我现在的GameScreen:
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);
}
}
您正在尝试将Atlas
加载到皮肤中 。 Atlas
是一个文件,其中包含图像的所有打包数据。 Skin
包含要与Scene2D
元素(例如BitmapFont
, LabelStyle
和ButtonStyle
一起使用的数据。
外观需要json 外观文件和地图集。 要使用AssetManager
一次正确加载它,您需要使用SkinLoader.SkinParameter
。
manager.load("skin.json", Skin.class, new SkinLoader.SkinParameter("image.atlas"));
另外,我更喜欢使用AssetDescriptors在管理器中查找资产。 这些将进入您的经理班级:
//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"));
现在,无论何时manager.load(skin)
都需要加载manager.load(skin)
。 当您需要特定资产时,可以在Assets类中静态查找这些描述符,并将其传递给经理manager.find(Assets.SKIN)
。 首先,当您键入Assets.
时,这会为您的所有资产创建一个漂亮的列表Assets.
,其次,由于您已经在AssetDescriptor
,因此无需在分配资产时AssetDescriptor
或添加.class
,最后,您不需要在管理器中查找容易出错的路径的字符串。
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