It too slowly since you support APK expansion. The text was updated successfully, but these errors were encountered:. I think we need a sscce for us to be able to consider a solution, which could be:. Sorry, something went wrong. Internal will lookup internal first, if no internal file is found, it will then search the expansion, if enabled.
And those same files take only four seconds to open from external storage? That seems highly unlikely. Every read allocates a byte buffer. I'd guess this is what is slow on Android. If no expansion file is set, then Gdx.
If there is one, then an extra assets. Even for files that would be a maximum of milliseconds. Do you need to check for existence of directories or non-existing files? Those tend to be slow. Well, normally you shouldn't need to do that, because as the developer you should KNOW what files you have there ;. We do this in the AndroidLauncher. We cannot define the resolution of the Activity , as it is set by the Android operating system.
Finally we want to make sure the HTML5 project also uses a x drawing area. For this we modify the HtmlLauncher. We want to split up our code into a few sections. For the sake of simplicity we keep everything in the Drop. Our first task is to load the assets and store references to them. Assets are usually loaded in the ApplicationAdapter. For each of our assets we have a field in the Drop class so we can later refer to it. The first two lines in the create method load the images for the raindrop and the bucket.
A Texture represents a loaded image that is stored in video ram. One can usually not draw to a Texture. A Texture is loaded by passing a FileHandle to an asset file to its constructor.
Such FileHandle instances are obtained through one of the methods provided by Gdx. Internal files are located in the assets directory of the Android project.
As seen before, the desktop and HTML5 projects reference the same directory. Next we load the sound effect and the background music. Music is usually too big to be kept in memory completely, hence the differentiation. As a rule of thumb, you should use a Sound instance if your sample is shorter than 10 seconds, and a Music instance for longer audio pieces. Which format you should use, depends on your specific needs, as each format has its own advantages and disadvantages.
Loading of a Sound or Music instance is done via Gdx. Both of these methods take a FileHandle , just like the Texture constructor. At the end of the create method we also tell the Music instance to loop and start playback immediately. Next up, we want to create a camera and a SpriteBatch. The SpriteBatch is a special class that is used to draw 2D images, like the textures we loaded.
In the create method we first create the camera like this:. This will make sure the camera always shows us an area of our game world that is x units wide. Think of it as a virtual window into our world. We currently interpret the units as pixels to make our life a little easier. Check out the rest of the developer guide for more information. Next we create the SpriteBatch we are still in the create method :.
The last bits that are missing are representations of our bucket and the raindrop. So, to describe both the bucket and raindrops we need to store their position and size. We add a new field:. In the create method we instantiate the Rectangle and specify its initial values. We want the bucket to be 20 pixels above the bottom edge of the screen, and centered horizontally. We center the bucket horizontally and place it 20 pixels above the bottom edge of the screen.
Wait, why is bucket. The width and height of the rectangle are set to 64x64, our small-ish portion of our target resolutions height. Note: it is possible to change this setup so the y-axis points down and the origin is in the upper left corner of the screen. OpenGL and the camera class are so flexible that you use have pretty much any kind of viewing angle you want, in 2D and 3D. However, this is not recommended. Time to render our bucket. The first thing we want to do is to clear the screen with a dark blue color.
Simply change the render method to look like this:. The arguments for ScreenUtils. Next we need to tell our camera to make sure it is updated. Cameras use a mathematical entity called a matrix that is responsible for setting up the coordinate system for rendering. These matrices need to be recomputed every time we change a property of the camera, like its position. The first line tells the SpriteBatch to use the coordinate system specified by the camera.
As stated earlier, this is done with something called a matrix, to be more specific, a projection matrix. Create a free Team What is Teams? Collectives on Stack Overflow.
Learn more. Trouble loading. Asked 8 years, 5 months ago. Active 3 years, 11 months ago. Viewed 26k times. Here's the code that's trying to load the. GdxRuntimeException: Couldn't load file: tiles.
GdxRuntimeException: File not found: tiles. KaptnKrunch KaptnKrunch 73 1 1 gold badge 2 2 silver badges 5 5 bronze badges. If you are trying to run this on desktop then you have to put the png in desktop project as well. As far as running on android is concerned. Everything is looking fine. Try importing the png in photoshop and export it again and then use it. Sometimes this also solves problem.
This happened with me too. Try to save pngs from some other P. KaptnKrunch, are you using intellij or eclipse? In case someone has the same stupid problem like me, I was trying to use some assets I downloaded and they were saved with uppercase extension, since a lot thing can cause this problem I decided to share what was mine.
Add a comment. Active Oldest Votes. 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. I think I am missing some understanding on your solution, do I also need to copy the assets on the project-core folder? NeonWarge, no, you don't need to copy them.
Your assets stay only on the android assets folder.
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