我已经开始在Libgdx开发游戏,我开始研究某些东西。我有一个background.png我试图从我的皮肤加载。我正在尝试将gameskin.atlas加载到我的AssetManager对象中,但每次我尝试加载它时,都会收到一条错误消息:
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
这是我尝试加载它的地方:
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?
编辑:我尝试使用AssetDescriptors和SkinParameter来解决这个问题。现在它发出了这个错误:
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
这是我的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);
}
}
答案 0 :(得分:2)
您正在尝试将Atlas
加载到Skin。 Atlas
是保存图像的所有打包数据的文件。 Skin
保存要与Scene2D
,BitmapFont
和LabelStyle
等ButtonStyle
元素一起使用的数据。
皮肤需要json 皮肤文件和图册。要使用AssetManager
一次性正确加载,您需要使用SkinLoader.SkinParameter
。
manager.load("skin.json", Skin.class, new SkinLoader.SkinParameter("image.atlas"));
此外,我更喜欢使用AssetDescriptors在经理中查找资产。这些将进入您的经理班:
//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"));
现在加载这些/你想要manager.load(skin)
。当您需要特定资产时,您可以在Assets类中静态查看这些描述符,并将其传递给您的经理manager.find(Assets.SKIN)
。首先,当您输入Assets.
时,这会创建一个很好的所有资产列表,其次,当您分配资产时,您不需要投放或添加资产的.class
,因为已经在AssetDescriptor
最后你不需要字符串来查找管理器中容易出错的路径。