所以我开始尝试用libgdx在java中做一些游戏,我正在尝试使用AssetsManager。但它一直给出错误。我将把代码(我将尝试恢复代码)和输出。 游戏通过加载屏幕很好,但当它到达游戏屏幕时它停止并给出错误,我相信它是因为资产。 如果有人知道我为什么会收到此错误。
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);
}
}
输出
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)
修改
RC感谢您的提示
所以我把" assets.load() "仍然有一些错误。我不知道" assets.load() "它在正确的地方
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 ty的提示,这就是你所说的
所以它解决了,我放了
"assets.load" on "public void show()"
这样当屏幕加载时他会在开始时加载组件,然后从
中取出它"public void render(){"
因为他总是加载这些组件,因为它是一个循环(我想是这样),然后是
"Assets.java public load(){" i put "assetsmanager.load();"
感谢Rc的提示。
然后放在同一个地方"assetsmanager.manager.finishLoading();"
所以它在做某事之前加载所有资产。谢谢spylot的提示。
感谢所有帮助或尝试提供帮助的人。
答案 0 :(得分:2)
您应该知道,在加载资产时,在调用finishLoading之前不能使用它们。 finishLoading阻止所有试图抓住资产的调用,直到它们完全加载到内存中。
我强烈建议您阅读AssetManager API。
简而言之,在每次使用load()调用之后,您应该使用manager.finishLoading()
完成它