Reputation: 73
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
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
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
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
Reputation: 11
Click the left mouse button in Package Explorer on Refresh or just F5.
This solved my problem.
Upvotes: 0
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
Reputation: 449
(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
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