KaptnKrunch
KaptnKrunch

Reputation: 73

Trouble loading .png file using LibGDX Gdx.files.internal

I'm trying to load a Texture to libGDX and I'm getting a file not found exception.

Here's the code that's trying to load the .png file.

//Textures
private Texture tiles;
private TextureRegion grassImage;
private TextureRegion dirtImage;
private TextureRegion stoneImage;

//Entities
private Texture entities;
private TextureRegion playerImage;

public WorldRenderer(World world, boolean debug) {
    this.world = world;
    this.camera = new OrthographicCamera(CAMERA_WIDTH, CAMERA_HEIGHT);
    this.camera.position.set(CAMERA_WIDTH/2f, CAMERA_HEIGHT/2f, 0);
    this.camera.update();
    this.debug = debug;
    spriteBatch = new SpriteBatch();
    loadTextures();
}

public void loadTextures() {
    tiles = new Texture(Gdx.files.internal("tiles.png"));
    grassImage = new TextureRegion(tiles, 0, 0, 32, 32);
    dirtImage = new TextureRegion(tiles, 0, 64, 32, 32);
    stoneImage = new TextureRegion(tiles, 64, 0, 32, 32);

    entities = new Texture(Gdx.files.internal("entities.png"));
    playerImage = new TextureRegion(entities, 0, 0, 32, 32);
}

public void render() {
    spriteBatch.begin();
    drawGrass();
    drawDirt();
    drawStone();
    drawPlayer();
    spriteBatch.end();
    if (debug) {
        drawDebug();
    }
}

Here's the error message:

Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: tiles.png
    at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:140)
    at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:64)
    at com.badlogic.gdx.graphics.Texture.load(Texture.java:175)
    at com.badlogic.gdx.graphics.Texture.create(Texture.java:159)
    at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:133)
    at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:122)
    at com.mr.zen.level.WorldRenderer.loadTextures(WorldRenderer.java:62)
    at com.mr.zen.level.WorldRenderer.<init>(WorldRenderer.java:58)
    at com.mr.zen.screens.GameScreen.show(GameScreen.java:29)
    at com.badlogic.gdx.Game.setScreen(Game.java:62)
    at com.mr.zen.Zen.create(Zen.java:12)
    at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:136)
    at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)
Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: tiles.png (Internal)
    at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:132)
    at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:586)
    at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:220)
    at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137)
    ... 12 more

The problem exists in the loadTextures() method. Can't find the file

 tiles = new Texture(Gdx.files.internal("tiles.png"));

I've made sure to put the .png files in the assets folder of the android project files. I have no idea what's causing this; I've gotten this to work on other projects but this time around something went awry. Thanks for any help.

Upvotes: 7

Views: 26539

Answers (7)

S. Entsov
S. Entsov

Reputation: 53

Maybe your PNG profile is not supported by LibGDX.

I set it to sRGB-elle-V2-srgbtrc.icc (with Krita) and now it works.

In Krita go to:

Image > Properties > Profile

Upvotes: 0

Dewey Banks
Dewey Banks

Reputation: 323

I have this issue working in android studio 2 using the current libgdx version. When I save as a png in psp - cs6 and/or cs15 - it can't read it. I can't recall the exact error message, something like io can't read stream. So I tried saving it again in corel paint. Same problem. Then with the simple paint utility packaged with windows. No good. Finally I downloaded paint.net. Now my workflow just involves an extra step. Any png generated with psp, etc., pretty much any png libgdx grumps about, I load into paint.net, hit "save" and I'm good to go.

Not really a solution per se, but gets the job done.

Looks like you're good but I hope this helps someone out there. Marc

Upvotes: 0

aug13
aug13

Reputation: 369

Make a data folder in the assets folder and instead of using

tiles = new Texture(Gdx.files.internal("tiles.png"));

try this:

tiles = new Texture("data/tiles.png");

Upvotes: 1

Alexander  Ermakov
Alexander Ermakov

Reputation: 11

Click the left mouse button in Package Explorer on Refresh or just F5.

This solved my problem.

Upvotes: 0

Milixyron
Milixyron

Reputation: 105

If you're using Gradle, click the left mouse button in package explorer on Aassets -> Gradle -> Refresh All.

That's it =)

Upvotes: 6

yuric
yuric

Reputation: 449

Solving the "Couldn't load file" issue by cleaning the project (Eclipse)

(For this solution is expected that the paths to your image files are correct.)

Sometimes I have this Couldn't load file problem when I add new images to my project. I don't know why, but my Desktop version of my LibGDX game doesn't update the folder Mygame-desktop/bin/data with my new images (which were added to Mygame-android/assets/data) when the project is built. (That is, every time I save a file, Eclipse builds the project, cause I set the option Project > Build Automatically.)

It should work, cause in LibGDX the Desktop and HTML projects have a link to the Android project assets folder. So, I was not suppose to need to copy manually my new images to Mygame-desktop/bin/data.

The solution, on Eclipse, is to clean (menu Project > Clean...) all LibGDX projects you use for your game, then the files in Mygame-android/assets/data will be copied to Mygame-desktop/bin/data properly.

Upvotes: 9

Vikas Sardana
Vikas Sardana

Reputation: 1643

create new folder data in the assets folder of the android project and then access the file using Gdx.files.internal("data/tiles.png")

tiles = new Texture(Gdx.files.internal("data/tiles.png"));

Upvotes: 3

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