Java &引用;。未找到txt文件";尝试在本地存储上读/写时-Libgdx,Android studio
我正在Android studio上用Libgdx制作一个简单的游戏,我将我的高分记录在一个txt文件中,该文件位于Android>assets文件夹中。在我的游戏中,会将我当前的分数与文本文件中的分数进行比较,如果分数更大,则会在txt文件中替换。 此外,每次我在菜单中,高分都会从文件中读取并显示为位图字体。问题是:当我在桌面上运行它时,它工作正常,但当我在模拟器中启动它时,会发生错误:Java &引用;。未找到txt文件";尝试在本地存储上读/写时-Libgdx,Android studio,java,android,libgdx,Java,Android,Libgdx,我正在Android studio上用Libgdx制作一个简单的游戏,我将我的高分记录在一个txt文件中,该文件位于Android>assets文件夹中。在我的游戏中,会将我当前的分数与文本文件中的分数进行比较,如果分数更大,则会在txt文件中替换。 此外,每次我在菜单中,高分都会从文件中读取并显示为位图字体。问题是:当我在桌面上运行它时,它工作正常,但当我在模拟器中启动它时,会发生错误: com.badlogic.gdx.utils.GdxRuntimeException:未找到文件:hs.t
com.badlogic.gdx.utils.GdxRuntimeException:未找到文件:hs.txt(本地)
这是我的夸张:
package com.asya.game.states;
import com.asya.game.Ozone;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
public class GameOverState extends state {
public int sc;
private Texture bgr;
private BitmapFont scoreFont;
public String txtScore;
public Integer hs;
public SaveHS saving;
public GameOverState(GameStateManager gsm, int score) {
super(gsm);
bgr = new Texture("gameOver.png");
sc = score;
scoreFont = new BitmapFont();
scoreFont.setColor(Color.WHITE);
//write to file if score is greater than the previous score
FileHandle file = Gdx.files.local("hs.txt");
txtScore = file.readString();
hs = Integer.parseInt(txtScore);
if (score > hs){
hs = score;
txtScore = Integer.toString(hs);
file.writeString(txtScore, false);
}
/*
saving = new SaveHS();
hs = saving.Load();
if (score > hs) {
hs = score;
saving.Save(score);
}
*/
cam.setToOrtho(false, Ozone.WIDTH, Ozone.HEIGHT);
}
@Override
protected void handleInput() {
if(Gdx.input.justTouched())
gsm.set(new MenuState(gsm));
}
@Override
public void update(float dt) {
handleInput();
}
@Override
public void render(SpriteBatch sb) {
sb.begin();
sb.setProjectionMatrix(cam.combined);
sb.draw(bgr, cam.position.x - (cam.viewportWidth / 2), 0);
scoreFont.draw(sb, "SCORE: " + sc, cam.position.x / 2 + 140, cam.position.y + 200);
sb.end();
}
@Override
public void dispose() {
bgr.dispose();
scoreFont.dispose();
}
}
这是我的菜单:
package com.asya.game.states;
import com.asya.game.Ozone;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.utils.GdxRuntimeException;
import java.io.FileNotFoundException;
import java.io.ObjectOutputStream;
public class MenuState extends state implements InputProcessor{
private Texture background;
private Texture playBtn, helpBtn;
private Vector2 posPlayBtn, posHelpBtn;
private Rectangle boundPlayBtn, boundHelpBtn;
private String highScore;
private BitmapFont hScoreFont;
public SaveHS saving;
public int s;
public MenuState(GameStateManager gsm) {
super(gsm);
background = new Texture("bgr.png");
playBtn = new Texture("play.png");
helpBtn = new Texture("help.png");
cam.setToOrtho(false, Ozone.WIDTH, Ozone.HEIGHT);
posPlayBtn = new Vector2((Ozone.WIDTH / 2)- (playBtn.getWidth()/2), Ozone.HEIGHT/2 +playBtn.getHeight()/2);
posHelpBtn = new Vector2((Ozone.WIDTH / 2) - (helpBtn.getWidth() / 2), Ozone.HEIGHT / 2 - helpBtn.getHeight() / 2);
boundPlayBtn = new Rectangle(posPlayBtn.x, posPlayBtn.y, playBtn.getWidth(), playBtn.getHeight());
boundHelpBtn = new Rectangle(posHelpBtn.x, posHelpBtn.y, helpBtn.getWidth(), helpBtn.getHeight());
hScoreFont = new BitmapFont();
hScoreFont.setColor(Color.WHITE);
FileHandle file = Gdx.files.local("hs.txt");
highScore = file.readString();
/*
saving = new SaveHS();
s = saving.Load();
*/
Gdx.input.setInputProcessor(this);
}
@Override
public void handleInput() {
}
@Override
public void update(float dt) {
handleInput();
}
@Override
public void render(SpriteBatch sb) {
//open sprite batch and close when done
sb.setProjectionMatrix(cam.combined);
sb.begin();
sb.draw(background, cam.position.x - (cam.viewportWidth / 2), 0); //image, starting from coordinate 0, 0 (bottom left corner) and width and heiht
hScoreFont.draw(sb, "HIGH SCORE: " + highScore, cam.position.x / 2 + 140, cam.position.y + 200);
sb.draw(playBtn, posPlayBtn.x, posPlayBtn.y);
sb.draw(helpBtn, posHelpBtn.x, posHelpBtn.y );
sb.end();
}
@Override
public void dispose() {
background.dispose();
playBtn.dispose();
helpBtn.dispose();
hScoreFont.dispose();
System.out.println("Menu State Disposed");
}
@Override
public boolean keyDown(int keycode) {
return false;
}
@Override
public boolean keyUp(int keycode) {
return false;
}
@Override
public boolean keyTyped(char character) {
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
if(boundPlayBtn.contains(Gdx.graphics.getWidth() - screenX, Gdx.graphics.getHeight() - screenY)){
gsm.set(new playState(gsm));
}
if(boundHelpBtn.contains(Gdx.graphics.getWidth() - screenX, Gdx.graphics.getHeight() - screenY)){
gsm.set(new helpingState(gsm));
}
return false;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
return false;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
return false;
}
@Override
public boolean scrolled(int amount) {
return false;
}
}
为什么不使用
首选项
,了解更多信息
它处理所有设备上的所有保存,并且是libgdxapi的一部分
// Get an instance
Preferences prefs = Gdx.app.getPreferences("Highscores");
// Save a high score
prefs.putInteger("high1", 999);
// Make sure it is saved
prefs.flush();
// Get the high score (the 0 is default, in case no high1 is set yet)
int high1 = prefs.getInteger("high1", 0);
当API提供了保存高分的方法时,您不应该在
.txt
中保存高分。为什么不使用首选项
,了解更多信息
它处理所有设备上的所有保存,并且是libgdxapi的一部分
// Get an instance
Preferences prefs = Gdx.app.getPreferences("Highscores");
// Save a high score
prefs.putInteger("high1", 999);
// Make sure it is saved
prefs.flush();
// Get the high score (the 0 is default, in case no high1 is set yet)
int high1 = prefs.getInteger("high1", 0);
如果API提供了一种保存高分的方法,那么您不应该将高分保存在
.txt
中。如果您在assets文件夹中确实有一个txt文件,那么我看不到任何代码试图在assets manager的帮助下读取该文件。此外,您不能写入资产中的文件。所以你想要的是不可能的。我不知道我不能写入资产中的文件。有人给了我这个主意,我试了一下。谢谢:)如果你真的在资产文件夹中有一个txt文件,那么我看不到任何代码试图在资产管理器的帮助下读取该文件。此外,您不能写入资产中的文件。所以你想要的是不可能的。我不知道我不能写入资产中的文件。有人给了我这个主意,我试了一下。谢谢:)这是完美的工作!!!简单又简单!非常感谢你!感谢:)这是完美的工作!!!简单又简单!非常感谢你!感谢:)