Aus irgendeinem Grund nach dem Hinzufügen von Schaltflächen zu meiner Anwendung hat es auf Android funktioniert nicht mehr. Es funktioniert wie erwartet auf dem Desktop, aber wenn versucht wird, auf Android zu laufen, baut die App erfolgreich, startet, dann stürzt sie sofort ab, bevor sie überhaupt die Szene lädt. Ich habe versucht, die Protokolle über aLogcat anzuzeigen, jedoch sehe ich in diesen Protokollen nichts, was auf ein Problem hindeutet.libgdx Android App stürzt beim Laden von uiskin | keine Protokolle
Ich bin zu dem Schluss gekommen, dass dieses Problem etwas damit zu tun hat, dass die uiskin/buttons zur Bühne hinzugefügt werden, da ich die Bühne ohne Schauspieler hinzufügen kann und die App weiterhin in android funktioniert. Die in der Datei uiskin.json angegebenen Dateien befinden sich alle im Verzeichnis/android/assets, so wie sie sein sollten. Habe ich etwas falsch gemacht? Etwas, das ich vermisst habe?
uiskin.json
{
"com.badlogic.gdx.graphics.g2d.BitmapFont":{
"default_font": {
"file": "book_antiqua.fnt"
}
},
"com.badlogic.gdx.scenes.scene2d.ui.TextButton$TextButtonStyle":{
"default": {
"down": "default-round-down",
"up": "default-round",
"font": "default_font"
}
},
"com.badlogic.gdx.scenes.scene2d.ui.Window$WindowStyle":{
"default": {
"titleFont": "default_font"
}
}
}
Hauptklasse
package com.freedom.thirty;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputMultiplexer;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.g3d.Environment;
import com.badlogic.gdx.graphics.g3d.Model;
import com.badlogic.gdx.graphics.g3d.ModelBatch;
import com.badlogic.gdx.graphics.g3d.ModelInstance;
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
import com.badlogic.gdx.graphics.g3d.environment.DirectionalLight;
import com.badlogic.gdx.graphics.g3d.Material;
//import com.badlogic.gdx.graphics.g3d.utils.CameraInputController;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.graphics.FPSLogger;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.utils.ClickListener;
import com.badlogic.gdx.utils.Align;
import com.badlogic.gdx.utils.viewport.FillViewport;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
import com.badlogic.gdx.utils.viewport.Viewport;
import com.freedom.thirty.MyCameraInputController;
public class FreedomThirty implements ApplicationListener {
public ScreenViewport vp;
public ScreenViewport stageVp;
public OrthographicCamera cam;
public MyCameraInputController camController;
public ModelBatch modelBatch;
public AssetManager assets;
public Array<ModelInstance> allModelInstances = new Array<ModelInstance>();
public Environment environment;
public boolean loading;
// Model instances that make up the map
public ModelInstance bridge;
public ModelInstance container_001;
public ModelInstance crate_001;
public ModelInstance crate_002;
public ModelInstance crate_003;
public ModelInstance crate_004;
public ModelInstance crate_005;
public ModelInstance grass_area;
public ModelInstance gravel_area;
public ModelInstance rock_wall;
public ModelInstance water;
public ModelInstance player;
public ModelInstance skybox;
public Skin skin;
public Stage stage;
public Table table;
//public FPSLogger fpsLogger = new FPSLogger();
@Override
public void create() {
modelBatch = new ModelBatch();
assets = new AssetManager();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.8f, 0.8f, 0.8f, 1f));
//environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
cam = new OrthographicCamera();
cam.position.set(-4f, 4f, 4f);
cam.lookAt(8f, 0f, -8f);
cam.near = 1f;
cam.far = 2000f;
cam.update();
// Create input controller for default scene camera. This is what allows the user to orbit around the scene
camController = new MyCameraInputController(cam);
// Set the position where the camera will look. This will need to come from json config file in the future
camController.target.set(8f, 0f, -8f);
vp = new ScreenViewport(cam);
vp.setUnitsPerPixel(0.017f);
vp.apply();
stageVp = new ScreenViewport();
stageVp.apply();
stage = new Stage(stageVp);
assets.load("uiskin.json", Skin.class);
assets.load("map_003.g3db", Model.class);
loading = true;
}
private void doneLoading(){ // Assets are now loaded into memory and can be accessed without error
// Load UI skin
skin = assets.get("uiskin.json", Skin.class);
// Define the buttons that will be in the ui table
final TextButton zoomOut = new TextButton("Zoom Out",skin,"default");
final TextButton zoomIn = new TextButton("Zoom In",skin,"default");
// Create UI table actor
table = new Table();
table.setWidth(stage.getWidth());
table.align(Align.center | Align.top);
// In the future determine what the current viewport height/width is, and set these
// to different sizes based on where the viewport falls between. Just like bootstrap's xs,sm,md,lg classes
table.setSize(250f, 250f);
table.setPosition(800f,400f);
zoomOut.setWidth(200);
zoomOut.setHeight(50);
zoomIn.setWidth(200);
zoomIn.setHeight(50);
// Event listeners for ui buttons
zoomOut.addListener(new ClickListener(){
@Override
public void clicked(InputEvent event, float x, float y){
//Gdx.app.log("Zoom Out", "Press successful");
vp.setUnitsPerPixel(vp.getUnitsPerPixel() + 0.001f);
vp.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
stageVp.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
event.stop();
}
});
zoomIn.addListener(new ClickListener(){
@Override
public void clicked(InputEvent event, float x, float y){
//Gdx.app.log("Zoom In", "Press successful");
vp.setUnitsPerPixel(vp.getUnitsPerPixel() - 0.001f);
vp.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
stageVp.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
event.stop();
}
});
// Add buttons to table
table.row().padBottom(30).padTop(30);
table.add(zoomOut);
table.add(zoomIn);
// Add table to stage
stage.addActor(table);
// Create an input multiplexer and add our stage and camController to it, set input processor to our new multiplexer
InputMultiplexer im = new InputMultiplexer(stage, camController);
Gdx.input.setInputProcessor(im);
// Load the 3d map, and character as character happens to be in the map file as of right now
// In the future each map and it's elements will be contained within it's own class, extended from
// map class
Model model = assets.get("map_003.g3db", Model.class);
bridge = new ModelInstance(model, "bridge");
allModelInstances.add(bridge);
container_001 = new ModelInstance(model, "container_001");
allModelInstances.add(container_001);
crate_001 = new ModelInstance(model, "crate_001");
allModelInstances.add(crate_001);
crate_002 = new ModelInstance(model, "crate_002");
allModelInstances.add(crate_002);
crate_003 = new ModelInstance(model, "crate_003");
allModelInstances.add(crate_003);
crate_004 = new ModelInstance(model, "crate_004");
allModelInstances.add(crate_004);
crate_005 = new ModelInstance(model, "crate_005");
allModelInstances.add(crate_005);
grass_area = new ModelInstance(model, "grass_area");
allModelInstances.add(grass_area);
gravel_area = new ModelInstance(model, "gravel_area");
allModelInstances.add(gravel_area);
rock_wall = new ModelInstance(model, "rock_wall");
allModelInstances.add(rock_wall);
water = new ModelInstance(model, "water");
allModelInstances.add(water);
player = new ModelInstance(model, "character");
allModelInstances.add(player);
player.transform.setTranslation(8f,0f,-6f); // Test character movement on the map
loading = false;
}
@Override
public void render() {
if(loading && assets.update()){
doneLoading();
}
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
camController.update();
//Gdx.app.log("Camera Position: ", cam.position.toString());
modelBatch.begin(cam);
modelBatch.render(allModelInstances, environment);
modelBatch.end();
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
//fpsLogger.log();
}
@Override
public void dispose() {
modelBatch.dispose();
allModelInstances.clear();
assets.dispose();
}
@Override
public void resize(int width, int height) {
vp.update(width, height);
stageVp.update(width, height);
}
@Override
public void pause() {
}
@Override
public void resume() {
}
}
Ich hatte große Hoffnungen für dieses, aber leider Das Problem besteht weiterhin. Ich werde meinen Code oben aktualisieren. – commanderZiltoid