The following error occurs: Exception in thread "LWJGL Application"Ĭom.: Error reading pack file:Īt .g2d.TextureAtlas$TextureAtlasData.Īt .g2d.TextureAtlas.(TextureAtlas.java:231)Īt .g2d.TextureAtlas.(TextureAtlas.java:226)Īt .g2d.TextureAtlas.(TextureAtlas.java:216)Īt .g2d.TextureAtlas.Īt .create(MyGdxGame.java:63)Īt .Ĭom.LwjglApplication$1.runĬaused by: .GdxRuntimeException: Invalid line:Ĭom.2d.TextureAtlas.readTuple(TextureAtlas. TextureRegion tx = new TextureRegion(img2) ĭrawable dr = new TextureRegionDrawable(tx) Yesa = new BitmapFont(("yesa.fnt")) įunciona = new BitmapFont(("yesa.fnt")) Player = new Player("playerr.png", Info.WIDTH / 2, Info.HEIGHT / 2) player2 = new Player("spider.png", Info.WIDTH / 2, Info.HEIGHT / 2) TextureAtlas.AtlasRegion a = textatlas.findRegion("spider") Textatlas = new TextureAtlas("TA/Agorafunfa.png") Works on both: On-premise and cloud build systems. I think if I just run TexturePacker on each resolution folder, I will get 55 pack.atlas files (instead of 1) and each pack.atlas file will now reference to 57 sprites (instead of 3135 files), the game should run fine, but its too laborious. The texture is binding to a rectangular mesh. I would like to bind a texture (according to Mesh, Color & Texture) that is extracted from a TextureAtlas packed with the TexturePacker. Use the CI / Docker license to integrate TexturePacker in your continuous integration build. Trying get my head around the texture wrapper in (the awesome) LibGDX framework and I need help. Or use the command line to update sprite sheets configured in the UI. This means that you let the AssetManager load the TextureAtlas and you manage getting the regions out of it yourself. willcreate one image filepersubfolder thatbelongs to the texture atlas. 1 Answer Sorted by: 1 You don't, the asset is the TextureAtlas, not the individual TextureRegions. Use the powerful commandline interface to build your sprite sheets. Libgdx's texture packer hasaverysmart feature to tackle this type of problem. OrthographicCamera camera = new OrthographicCamera() Integrate TexturePacker in your build process. Skin files from the libGDX tests can be used as a starting point: uiskin.png, uiskin.atlas, uiskin.json, and default.fnt. Also note that the JSON that libGDX uses differentiates from the standard, where quotes are not used to define keys or values. Finally we stop by creating a sprite, then look at position, rotating and scaling. A resource must be declared in the JSON above where it is referenced. We then look at the skeleton project that is created for us, the coordinate systems, loading a texture. We cover the basics of a LibGDX project, project layout and adding assets. The other images in the same path work just fine. In this tutorial we look at coding our very first LibGDX application. I'm trying to load a png file, but I don't know why it doesn't work, because I already checked the file path and used TexturePacker for making the texture atlas.
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