EngoEngine/TrafficManager

images MUST be in directory assets

GavinB-hpe opened this issue · 2 comments

The tutorial text says re. the location of city.png :

directory, called assets (you can also name it res, or any name you like)

However the code does not work unless the directory is called assets :

Unable to load texture: resource not loaded by `FileLoader`: "textures/city.png"
panic: value method github.com/EngoEngine/engo/common.Texture.Width called using nil *Texture pointer

Ah I can see how that's a bit confusing! It's true, but it takes a little bit of work. When you setup your run options you can use the AssetRoot option to change it to whatever you want. You can also use 'engo.Files.SetRoot("res")' for example to set the asset root to something else on the fly. I'll see if I can work that in there somewhere! Thanks!

I thought it might be something like that. I would suggest just adding

engo.Files.SetRoot("assets")

into Preload() with the comment that the default is "assets" if not specified.