So I'm making a zombie shooter game that works well, but after running for a while I get hit with this exception:
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException:
Couldn't load file: 1zom3.png
at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:140)
at com.badlogic.gdx.graphics.TextureData$Factory.loadFromFile(TextureData.java:98)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:100)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:92)
at com.lastride.game.Entity.changeState(Entity.java:51)
at com.lastride.game.Enemy.seek(Enemy.java:39)
at com.lastride.game.LastRideGame.update(LastRideGame.java:149)
at com.lastride.game.LastRideGame.render(LastRideGame.java:229)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:215)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:120)
Caused by: java.io.IOException: Error loading pixmap:
at com.badlogic.gdx.graphics.g2d.Gdx2DPixmap.<init>(Gdx2DPixmap.java:57)
at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:138)
... 9 more
I know for a fact that the image is there as it works, but it seems that after running for a bit it crashes.
This is the method where it crashes on:
public void changeState(int i)
{
//changes the state and concurrently the image associated with the given state
state = i;
sprite = new Sprite(new Texture(Gdx.files.internal(name+i+suff)));//crashes here
bounding = (sprite.getBoundingRectangle());
if (sprite.getTexture().getTextureData().isPrepared()==false)
{
sprite.getTexture().getTextureData().prepare();
}
playerMap = sprite.getTexture().getTextureData().consumePixmap();
}
As @Tenfour04 points out, it could be an out-of-memory problem.
Instead of doing this:
sprite = new Sprite(new Texture(Gdx.files.internal(name+i+suff)));
Create an global (and/or possible static
and/or possible final
) Texture
object, and load it just once at the beginning of your game and use it repeatably.
Something like this:
public static Texture myTexture_1; //<< your texture
public static final int ID_MY_TEXTURE_1 = 1; //<< this will work as an ID
// This method is called once in your game (like in the create() method)...
public static void load() {
myTexture_1 = new Texture(Gdx.files.internal(name + ID_MY_TEXTURE_1 + suff));
}
// when no longer necessary, remove it...
public static void dispose() {
myTexture_1.dispose();
// and so on...
}
then, in your changeState()
method, do a switch to retrieve the correct texture:
public void changeState(int i) {
state = i;
switch(i){
case ID_MY_TEXTURE_1 :
sprite = new Sprite(myTexture_1);
break;
// rest of cases...
}
// rest of your code...
}