Haxeflixel:跟随啧啧,只得到黑屏

Haxeflixel: following tut, only getting a black screen

我正在学习这里的教程...http://x01010111.com/haxeflixel.php#w3

我到了他说 "Awesome, but" 的部分并尝试编译,只是没有显示任何内容。我多次尝试将我的代码与他的代码进行比较,进一步深入教程(当他第一次提到应该只有白色背景时我最初停止了,我编译进行比较)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。

我没有在我的安装中做任何更改,我之前编译过很多次都没有问题(在同一个教程中多次),所以我认为在前进部分我做错了。

所以,没有显示任何内容,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,我已经 运行 解决了许多关于 Haxeflixel 的问题,除了以前的过时教程外,我做错的事情总是很愚蠢。

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其他任何与此相关的信息。我点击 ~ 看看是否有我遗漏的东西,但还是没有。我在调试模式下寻找什么?

我正在使用 Flash Player Projector Content Debugger 运行 我的 .swf

已添加Main.hx

尝试运行使用教程提供的资源编写代码时,我在编辑器输出面板中收到以下[​​=23=]时间错误(我使用的是 sublime 文本)

Assets.hx:149: [openfl.Assets] There is no BitmapData asset with an ID of "Assets/images/tiles.png"

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,资产目录实际上默认为小写,因此需要更改为 "assets/images/tiles.png"

这样做之后,代码 运行 对我来说很好。

请注意,我没有使用 flash 来调试它,而是使用 neko。如果您在 flash 中读取调试输出时遇到问题,您可能最好先使用 neko 进行测试,然后再针对 flash 或您的目标 platfokrm 进行部署。