Haxeflixel:跟随tut,只有黑屏

时间:2015-11-08 03:41:27

标签: haxe haxeflixel

我按照这里的教程... http://x01010111.com/haxeflixel.php#w3

我到了他所说的部分"很棒,但是"并尝试编译,只是没有任何显示。我尝试将我的代码与他的代码进行了多次比较,进一步深入到教程中(当我第一次提到应该只有一个白色背景,我编译进行比较时,我最初停止了)看看问题是否会消失(想一想)可能有些过时等等。)我四处寻找解释,发现我并不知道该搜索什么,也没找到任何有用的东西。

我的安装中没有任何改变,我之前已经多次编译没有问题(在同一个教程中多次),所以我在前进部分做了一些事情。我错了。

所以,没有显示任何内容,这里是我的PlayState.hx代码。

package;

import flixel.FlxG;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.FlxObject;
import flixel.tile.FlxTilemap;
import flixel.text.FlxText;
import flixel.ui.FlxButton;
import flixel.util.FlxMath;
import flixel.util.FlxStringUtil;
import flixel.FlxCamera;
import flixel.group.FlxGroup;
import flixel.text.FlxText;
import flixel.util.FlxTimer;
import openfl.Assets;


/**
 * A FlxState which can be used for the actual gameplay.
 */
class PlayState extends FlxState
{

    var level:FlxTilemap;
    var player:FlxSprite;


    /**
     * Function that is called up when to state is created to set it up. 
     */
    override public function create():Void
    {

        FlxG.camera.bgColor = 0xFF6DC2CA;

        addLevel();
        addPlayer(2, 22);
        setCamera();

        super.create();
    }

    /**
     * Function that is called when this state is destroyed - you might want to 
     * consider setting all objects this state uses to null to help garbage collection.
     */
    override public function destroy():Void
    {
        super.destroy();
    }

    /**
     * Function that is called once every frame.
     */
    override public function update():Void
    {
        super.update();

        FlxG.collide(level, player);
        playerMovement();
    }   

    function playerMovement():Void
    {
        player.velocity.x = 0;
        if(FlxG.keys.pressed.LEFT) player.velocity.x -= 100;
        if(FlxG.keys.pressed.RIGHT) player.velocity.x += 100;

        if(FlxG.keys.justPressed.SPACE && player.isTouching(FlxObject.FLOOR)) player.velocity.y = -200;
    }

    function addLevel():Void
    {
        level = new FlxTilemap();
        level.loadMap(Assets.getText("assets/data/Map1_Level.csv"), "Assets/images/tiles.png", 16, 16);
        add(level);
    }

    function setCamera():Void
    {
        FlxG.camera.follow(player, FlxCamera.STYLE_PLATFORMER);
        FlxG.camera.setBounds(0, 0, level.width - 16, level.height - 16, true);
    }

    function addPlayer(X:Int, Y:Int):Void
    {
        player = new FlxSprite(X * 16, Y * 16 - 8);
        player.makeGraphic(6, 8, 0xFFFF0000);
        player.acceleration.y = 800;
        add(player);
    }
}

和Main.hx ......

package;

import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.Lib;
import flixel.FlxGame;
import flixel.FlxState;

class Main extends Sprite 
{
    var gameWidth:Int = 320; // Width of the game in pixels (might be less / more in actual pixels depending on your zoom).
    var gameHeight:Int = 240; // Height of the game in pixels (might be less / more in actual pixels depending on your zoom).
    var initialState:Class<FlxState> = PlayState; // The FlxState the game starts with.
    var zoom:Float = 2; // If -1, zoom is automatically calculated to fit the window dimensions.
    var framerate:Int = 60; // How many frames per second the game should run at.
    var skipSplash:Bool = false; // Whether to skip the flixel splash screen that appears in release mode.
    var startFullscreen:Bool = false; // Whether to start the game in fullscreen on desktop targets

    // You can pretty much ignore everything from here on - your code should go in your states.

    public static function main():Void
    {   
        Lib.current.addChild(new Main());
    }

    public function new() 
    {
        super();

        if (stage != null) 
        {
            init();
        }
        else 
        {
            addEventListener(Event.ADDED_TO_STAGE, init);
        }
    }

    private function init(?E:Event):Void 
    {
        if (hasEventListener(Event.ADDED_TO_STAGE))
        {
            removeEventListener(Event.ADDED_TO_STAGE, init);
        }

        setupGame();
    }

    private function setupGame():Void
    {
        var stageWidth:Int = Lib.current.stage.stageWidth;
        var stageHeight:Int = Lib.current.stage.stageHeight;

        if (zoom == -1)
        {
            var ratioX:Float = stageWidth / gameWidth;
            var ratioY:Float = stageHeight / gameHeight;
            zoom = Math.min(ratioX, ratioY);
            gameWidth = Math.ceil(stageWidth / zoom);
            gameHeight = Math.ceil(stageHeight / zoom);
        }

        addChild(new FlxGame(gameWidth, gameHeight, initialState, zoom, framerate, framerate, skipSplash, startFullscreen));
    }
}

到目前为止,我一直在使用Haxeflixel遇到一些问题,除了之前的过时教程之外,我做错了总是很蠢。

编辑:我尝试使用调试模式显示更多信息,但它没有显示任何错误或其他任何相关信息。我打了〜看看有没有我在那里错过的,再一次,没有。我在调试模式中寻找什么?

我使用Flash Player投影仪内容调试器来运行我的.swf

添加了Main.hx

1 个答案:

答案 0 :(得分:0)

尝试使用教程提供的资源运行该代码我在编辑器输出面板中收到了以下运行时错误(我使用的是sublime文本)

  

Assets.hx:149:[openfl.Assets]没有ID为&#34; Assets / images / tiles.png&#34;

的BitmapData资产

如果我们在第76行查看PlayState.hx,我们可以看到它正在尝试加载资产"Assets/images/tiles.png"。资产查找区分大小写,默认情况下资产目录实际上是小写的,因此需要更改为"assets/images/tiles.png"

这样做之后我的代码运行正常。

请注意,我没有使用闪存进行调试,但是neko。如果你在flash中读取调试输出时遇到问题,你可能最好首先使用neko进行测试,然后再部署为flash或目标平台。