1

here is my code:-

manager = new AssetManager();   

fps =new FPSLogger();

Resolution[] resolutions = {new Resolution(320, 480, ".320480"), new Resolution(480,    800, ".480800"),
new Resolution(480, 856, ".480854")};

 ResolutionFileResolver resolver = new ResolutionFileResolver(new InternalFileHandleResolver(), resolutions);

manager.setLoader(Texture.class, new TextureLoader(resolver));


 manager.load( "images/flash.png" , Texture.class);
 Texture.setAssetManager(manager);
tex =  manager.get("images/flash.png" ,Texture.class);


tex = new Texture(Gdx.files.internal("images/a.png")); 
flsh = new Texture(Gdx.files.internal("images/flash.png"));   
tex2 = new Texture(Gdx.files.internal("images/space.jpg")); 
ear = new Texture(Gdx.files.internal("images/earth.png")); 
newgame=new Texture(Gdx.files.internal("images/shockwave.png")); 

and the error that shows up is

 Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Asset not loaded: images/flash.png
at com.badlogic.gdx.assets.AssetManager.get(AssetManager.java:119)
at main.assets.loading(assets.java:53)
at main.game.create(game.java:43)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:132)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:112)

my image layout is

/main(project name)/assets/images/a.png

please help me rectify this error

abhimanyu
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  • Which platform are you in? Win, Android? – MLProgrammer-CiM Oct 14 '13 at 16:05
  • Windows is a bit problematic as it cannot reach the internal files as easily. The way it's built in my android+win project had linked folders which ar not supported by windows, so you had to access them by using "./assets/" in front of any file name. – MLProgrammer-CiM Oct 14 '13 at 16:11
  • https://bitbucket.org/festevezga/wartricksproject/src/f156b447428cb7ea7a6fdb459a4b053b489f1332/WartricksProject/wartricks/src/com/wartricks/utils/PlatformUtils.java?at=master Path being just the file name/folder in the internal storage. – MLProgrammer-CiM Oct 14 '13 at 16:13
  • my file path is main(project name)/assets/images/a.png – abhimanyu Oct 14 '13 at 16:15
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    @abhimanyu Try `AssetManager.finishLoading()` after you `load()` the assets. – noone Oct 14 '13 at 18:43
  • i was wondering if i could load assets in render() because creating loading screen is my ultimate goal and i have read that asset manager do cause problem like slight lag after loading. – abhimanyu Oct 15 '13 at 05:41

1 Answers1

5

use manager.finishloading() in between manager.load() and manager.get statements.

Vikalp Jain
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