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java - 使用Texturepacker/LibGDX 制作动画 - 渲染错误

转载 作者:行者123 更新时间:2023-12-01 13:23:43 25 4
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我正在尝试使用带有 libGDX 的 Texturepacker 生成一个简单的 18 帧动画(其他信息:Eclipse、Windows 8)。

我的 Android 测试设备上出现以下 LogCat 错误,并且出现黑屏:

02-20 09:26:15.229: E/AndroidRuntime(23444): FATAL EXCEPTION: GLThread
02-20 09:26:15.229: E/AndroidRuntime(23444): java.lang.NullPointerException
02-20 09:26:15.229: E/AndroidRuntime(23444): at com.tester.test.TestGameClass.render(TestGameClass.java:71)
02-20 09:26:15.229: E/AndroidRuntime(23444): at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:499)
02-20 09:26:15.229: E/AndroidRuntime(23444): at com.badlogic.gdx.backends.android.surfaceview.GLSurfaceViewCupcake$GLThread.guardedRun(GLSurfaceViewCupcake.java:713)
02-20 09:26:15.229: E/AndroidRuntime(23444): at com.badlogic.gdx.backends.android.surfaceview.GLSurfaceViewCupcake$GLThread.run(GLSurfaceViewCupcake.java:646)

LogCat 错误似乎指向我的游戏类的渲染部分:

import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.utils.Array;

public class TestGameClass implements ApplicationListener {

AssetManager manager = new AssetManager();
Texture grey_background;
Texture tell_arrow;
Texture test_anni_1;
Music test_intro;
Music test_play;
Sound menu_select;
OrthographicCamera camera;
SpriteBatch batch;
TextureAtlas spriteSheet;
private Array<Sprite> test;
private int currentFrame;
private float frameLength;
private float animationElapsed;

@Override
public void create () {

Texture.setEnforcePotImages(false);
grey_background = new Texture(Gdx.files.internal("grey_background.png"));
tell_arrow = new Texture(Gdx.files.internal("tell_arrow.png"));
test_intro = Gdx.audio.newMusic(Gdx.files.internal("test_intro.mp3"));
test_play = Gdx.audio.newMusic(Gdx.files.internal("test_play.mp3"));
menu_select = Gdx.audio.newSound(Gdx.files.internal("menu_select.wav"));

test_intro.setLooping(true);
test_intro.play();

camera = new OrthographicCamera();
camera.setToOrtho(false, 480, 640);

spriteSheet = new TextureAtlas( Gdx.files.internal( "spritesheet.txt" ));
test = spriteSheet.createSprites("test");

for(int i=0; i<test.size; i++){
test.get(i).setSize(3.0f, 3.0f);
}

float dt = Gdx.graphics.getDeltaTime();
animationElapsed += dt;
while(animationElapsed > frameLength){
animationElapsed -= frameLength;
currentFrame = (currentFrame == test.size - 1) ? 0 : ++currentFrame;
}

}

@Override
public void render() {
Gdx.gl.glClearColor(0, 0, 0.2f, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

camera.update();
batch.begin();
test.get(currentFrame).draw(batch);
batch.end();
}

public void resize (int width, int height) {
}

public void pause () {
}

public void resume () {
}

public void dispose () {
grey_background.dispose();
menu_select.dispose();
test_intro.dispose();
test_play.dispose();
tell_arrow.dispose();
batch.dispose();
}
}

我的Texturepacker png图像和文本文档将每个测试帧称为test1、test2、test3等。

我之前收到错误,这些错误指向与 OpenGL 关联的行,以及分别指向与相机设置关联的行。我似乎已经解决了它们,但这也许是相关的?

谢谢。

最佳答案

您尚未初始化批处理。插入
batch = new SpriteBatch();
在你的 create() 方法中。
除此之外,你的代码
float dt = Gdx.graphics.getDeltaTime();
animationElapsed += dt;
while(animationElapsed > frameLength){
animationElapsed -= frameLength;
currentFrame = (currentFrame == test.size - 1) ? 0 : ++currentFrame;
}

应该放在 render() 内部。

关于java - 使用Texturepacker/LibGDX 制作动画 - 渲染错误,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/21897064/

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