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我在这里按照教程... http://x01010111.com/haxeflixel.php#w3

我到了他说“很棒,但是”的部分并尝试编译,但没有显示任何内容。我尝试将我的代码与他的代码进行多次比较,深入到教程中(当他第一次提到应该只有白色背景时我最初停止了,我编译了比较)看看问题是否会消失(思考它可能有些过时,等等)。我四处寻找解释,发现我不太清楚要搜索什么,也没有找到任何有用的东西。

我在安装中没有改变任何东西,我之前编译过很多次都没有问题(在同一个教程中很多次),所以我在想我在“前进”部分做错了。

所以,什么都没有显示,这是我的 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,我在使用 Haxeflixel 时遇到了许多问题,除了以前的过时教程之外,我做错了总是很愚蠢的事情。

编辑:我尝试使用调试模式来显示更多信息,但它没有显示任何错误或任何其他相关信息。我点击 ~ 看看那里有没有我错过的东西,再一次,什么也没有。我在调试模式下寻找什么?

我正在使用 Flash Player 投影仪内容调试器来运行我的 .swf

添加了 Main.hx

4

1 回答 1

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尝试使用教程提供的资产运行该代码我在编辑器输出面板中收到以下运行时错误(我使用的是崇高文本)

Assets.hx:149: [openfl.Assets] 没有 ID 为“Assets/images/tiles.png”的 BitmapData 资产

如果我们查看第 76 行的 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,资产目录实际上是默认小写的,因此需要将其更改为"assets/images/tiles.png"

这样做之后,代码对我来说运行良好。

请注意,我没有使用闪存来调试它,而是使用 neko。如果您在读取 ​​Flash 中的调试输出时遇到问题,您最好先使用 neko 进行测试,然后再为 flash 或目标 platfokrm 进行部署。

于 2015-11-11T01:06:09.310 回答