[英]Error on Java libgdx with AssetsManager
因此,我开始尝试使用libgdx在Java中进行一些游戏,并且尝试使用AssetsManager。 但它总是给出错误。 我将放置代码( 我将尝试恢复代码 )和输出。 游戏可以顺利通过加载屏幕,但是当它到达游戏屏幕时,它将停止并给出错误消息,我相信这是因为资产。 如果有人知道为什么我会收到此错误。
DesktopLauncher.java
public class DesktopLauncher {
public static void main (String[] arg) {
LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
new LwjglApplication(new pressme(), config);
}
}
pressme.java
public class pressme extends Game {
LoadingScreen loadingscreen;
AssetsManager assetsmanager;
Assets assets;
@Override
public void create() {
assets = new Assets();
assetsmanager = new AssetsManager();
assetsmanager.load();
assets.other();
loadingscreen = new LoadingScreen(this);
setScreen(loadingscreen);
}
}
LoadingScreen.java
public class LoadingScreen implements Screen {
Assets assets;
AssetsManager assetsmanager;
private final pressme game;
public GameScreen game_screen;
public LoadingScreen(final pressme game){
assets = new Assets();
assetsmanager = new AssetsManager();
this.game = game;
}
@Override
public void show() {
assetsmanager.load();
}
private void update(float delta){
System.out.println(progress);
if(assetsmanager.manager.update()) {
game.setScreen(new GameScreen(game));
}
progress = assetsmanager.manager.getProgress();
}
}
GameScreen.java
public class GameScreen implements Screen {
pressme game;
Assets assets;
AssetsManager assetsmanager;
public GameScreen(pressme game){
this.game = game;
assets = new Assets();
assetsmanager = new AssetsManager();
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor( 0.5F, 0.5F, 0.5F, 0.5F);
Gdx.gl.glClear( GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT );
camera.update();
generalUpdate(touch, camera);
batch.setProjectionMatrix(camera.combined);
assets.load();
batch.begin();
batch.draw(assets.back, 0, 0);
batch.end();
}
}
Assets.java
public class Assets {
AssetsManager assetsmanager;
public Sprite back;
public void load(){
assetsmanager = new AssetsManager();
assetsmanager.load();
back = new Sprite(assetsmanager.manager.get(assetsmanager.back, Texture.class));
}
}
AssetsManager.java
public class AssetsManager {
public AssetManager manager = new AssetManager();
public String back = "back.png";
public void load(){
manager.load(back, Texture.class);
}
}
产量
LOADINGGG
0.0
0.0
0.015151516
0.015151516
0.030303031
.
.
.
0.969697
0.9848485
0.9848485
Exception in thread "LWJGL Application" java.lang.NullPointerException
at com.badlogic.gdx.graphics.g2d.SpriteBatch.draw(SpriteBatch.java:586)
at com.david.pressme.GameScreen.render(GameScreen.java:244)
at com.badlogic.gdx.Game.render(Game.java:46)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:223)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:124)
编辑
RC谢谢你的提示
因此,在我放置了“ assets.load() ”之后仍然出现了一些错误。 我不知道“ assets.load() ”是否在正确的位置
LOADINGGG
0.0
0.0
0.015151516
0.015151516
0.030303031
.
.
.
0.969697
0.969697
0.9848485
0.9848485
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Asset not loaded: back.png
at com.badlogic.gdx.assets.AssetManager.get(AssetManager.java:144)
at com.david.pressme.Assets.load(Assets.java:254)
at com.david.pressme.GameScreen.render(GameScreen.java:172)
at com.badlogic.gdx.Game.render(Game.java:46)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:223)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:124)
EDIT2
RC,Spylot提示,这就是您所说的
所以它解决了,我把
"assets.load" on "public void show()"
这样,当屏幕加载时,他会在一开始就加载资产,然后我将其从
"public void render(){"
因为他总是因为循环(我想是这样)而不断地进行资产调整,然后
"Assets.java public load(){" i put "assetsmanager.load();"
感谢Rc的提示。 然后在同一个地方
"assetsmanager.manager.finishLoading();"
因此它会在执行某项操作之前先加载所有资产。 谢谢spylot的提示。
谢谢所有帮助或尝试帮助的人。
您应该知道,在加载资产时,只有在调用finishLoading后才能使用它们。 finishLoading会阻止所有尝试抓住资产的调用,直到它们完全加载到内存中为止。
我强烈建议您阅读AssetManager API 。
简而言之,每次使用load()调用之后,都应使用manager.finishLoading()
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