所以我制作了一款运行良好的僵尸射击游戏,但在跑了一段时间之后,我遇到了这个例外:
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException:
Couldn't load file: 1zom3.png
at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:140)
at com.badlogic.gdx.graphics.TextureData$Factory.loadFromFile(TextureData.java:98)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:100)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:92)
at com.lastride.game.Entity.changeState(Entity.java:51)
at com.lastride.game.Enemy.seek(Enemy.java:39)
at com.lastride.game.LastRideGame.update(LastRideGame.java:149)
at com.lastride.game.LastRideGame.render(LastRideGame.java:229)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:215)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:120)
Caused by: java.io.IOException: Error loading pixmap:
at com.badlogic.gdx.graphics.g2d.Gdx2DPixmap.<init>(Gdx2DPixmap.java:57)
at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:138)
... 9 more
我知道有一个事实,即图像在那里工作,但似乎在运行一段时间后它会崩溃。
这是崩溃的方法:
public void changeState(int i)
{
//changes the state and concurrently the image associated with the given state
state = i;
sprite = new Sprite(new Texture(Gdx.files.internal(name+i+suff)));//crashes here
bounding = (sprite.getBoundingRectangle());
if (sprite.getTexture().getTextureData().isPrepared()==false)
{
sprite.getTexture().getTextureData().prepare();
}
playerMap = sprite.getTexture().getTextureData().consumePixmap();
}
答案 0 :(得分:1)
正如@ Tenfour04指出的那样,这可能是一个内存不足的问题。
而不是这样做:
sprite = new Sprite(new Texture(Gdx.files.internal(name+i+suff)));
创建一个全局(和/或可能的static
和/或可能的final
)Texture
对象,并在游戏开始时加载一次并重复使用它。< / p>
这样的事情:
public static Texture myTexture_1; //<< your texture
public static final int ID_MY_TEXTURE_1 = 1; //<< this will work as an ID
// This method is called once in your game (like in the create() method)...
public static void load() {
myTexture_1 = new Texture(Gdx.files.internal(name + ID_MY_TEXTURE_1 + suff));
}
// when no longer necessary, remove it...
public static void dispose() {
myTexture_1.dispose();
// and so on...
}
然后,在你的changeState()
方法中,进行切换以检索正确的纹理:
public void changeState(int i) {
state = i;
switch(i){
case ID_MY_TEXTURE_1 :
sprite = new Sprite(myTexture_1);
break;
// rest of cases...
}
// rest of your code...
}