我想使用 Pixi.js 作为渲染引擎在 Typescript 中创建一个小游戏。一开始我跟着http://ezelia.com/2013/05/pixi-tutorial/。代码中有一些错误,但我设法修复它们。现在我想用pixi加载我的spritesheet。不幸的是我在调试控制台中遇到错误:Uncaught Error: The frameId 'body.png' does not exist in the texture cache function (baseTexture, frame)
。
这是加载spritesheet的代码:
var assetsToLoader = ["/pixi/img/Spritesheet.json"],
loader = new PIXI.AssetLoader(assetsToLoader);
loader.onComplete = IntroScene.onAssetsLoaded;
loader.load();
这是我的IntroScene.onAssetsLoaded()
方法:
private static onAssetsLoaded() {
for (var i = 0; i < IntroScene.images.length; i++) {
var frameName = IntroScene.images[i],
texture = PIXI.Texture.fromFrame(frameName);
IntroScene.textures.push(texture);
}
}
那是我的IntroScene.images
:
private static images: any = [
"body.png",
"curvedBody1.png",
"curvedBody2.png",
"head.png",
"tail.png",
"smallFood.png",
"bigFood.png",
"background.png"
];
最后使用纹理打包器(http://www.codeandweb.com/texturepacker)生成Spritesheet.json
:
{"frames": [
{
"filename": "background.png",
"frame": {"x":2,"y":2,"w":64,"h":64},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":0,"y":0,"w":64,"h":64},
"sourceSize": {"w":64,"h":64}
},
{
"filename": "bigFood.png",
"frame": {"x":68,"y":2,"w":40,"h":40},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":0,"y":0,"w":40,"h":40},
"sourceSize": {"w":40,"h":40}
},
{
"filename": "body.png",
"frame": {"x":2,"y":68,"w":40,"h":40},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":0,"y":0,"w":40,"h":40},
"sourceSize": {"w":40,"h":40}
},
{
"filename": "curvedBody1.png",
"frame": {"x":44,"y":68,"w":40,"h":40},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":0,"y":0,"w":40,"h":40},
"sourceSize": {"w":40,"h":40}
},
{
"filename": "curvedBody2.png",
"frame": {"x":86,"y":68,"w":40,"h":40},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":0,"y":0,"w":40,"h":40},
"sourceSize": {"w":40,"h":40}
},
{
"filename": "head.png",
"frame": {"x":2,"y":110,"w":40,"h":40},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":0,"y":0,"w":40,"h":40},
"sourceSize": {"w":40,"h":40}
},
{
"filename": "smallFood.png",
"frame": {"x":44,"y":110,"w":40,"h":40},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":0,"y":0,"w":40,"h":40},
"sourceSize": {"w":40,"h":40}
},
{
"filename": "tail.png",
"frame": {"x":86,"y":110,"w":40,"h":40},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":0,"y":0,"w":40,"h":40},
"sourceSize": {"w":40,"h":40}
}],
"meta": {
"app": "http://www.codeandweb.com/texturepacker ",
"version": "1.0",
"image": "Spritesheet.png",
"format": "RGBA8888",
"size": {"w":128,"h":256},
"scale": "1",
"smartupdate": "$TexturePacker:SmartUpdate:a9757ea06ba8b63665a1e5d45be72609$"
}
}
如果有人设法帮助我,我将非常感激。
答案 0 :(得分:2)
查看spritesheet here的示例,正如您在示例中看到的那样“frames”是一个对象,而您拥有数组。修复你的 Spritesheet.json ,或者你可以通过数字id访问你的纹理,例如用于body的PIXI.Texture.fromFrame(0),用于curvedBody1等的PIXI.Texture.fromFrame(1)。
答案 1 :(得分:1)
我在做教程时遇到了同样的错误 http://peepsquest.com/tutorials/isometric-tiles-with-height.html
我通过替换
来解决这个问题var tile = PIXI.Sprite.fromFrame(filename);
与
var tile = PIXI.Sprite.fromImage(filename);
答案 2 :(得分:0)
你试图调用Texture.fromFrame
,好像它是一个静态方法,但它实际上是一个实例方法。你可能打算打电话给Texture.fromImage
?