I believe this has been fixed in Lime / OpenFL:
The fix might not have made it to Haxelib yet, so it might still require to install development builds of Lime and OpenFL.
@jvitoroc So what have you tried so far?
@sangress_ The initial worlbounds only cover a window-sized area. Based on the screenshot, this looks like the sort of game where you might move out of that area quickly?
I assume you installed Visual Studio 2017 including the C++ tools?
This is a fairly common error message that has come up in the Haxe/OpenFL/Flixel forums before, do any the solutions mentioned there help?
There's two things you need to watch out for:
destroy()is automatically called on display list members. So if those sprites have been
add()ed, you'd need to
remove()them before a switch to avoid that.
FlxGraphicinstances. This can be controlled via the
sprite.graphic.persist = true).
Are you sure that
FlxG.worldBounds includes this area? Collisions are only done in that rectangle.
Is there any output in the Cebug Console tab of the panel? From that "executing task" output, it sounds like you're on the Terminal tab.
It sounds like you might not actually be starting the debugger, but running a task instead?
Have you read the "Flash Debugging" section of http://haxeflixel.com/documentation/visual-studio-code/?
Or do I just have to set the variable's value in the new() function?
FlxTilemap doesn't really have a built-in way to do that, but one of the accepted graphic types is a
BitmapData. You could always programatically combine multiple images into a single
BitmapData with the entire grid, using
copyPixels() or similar.
FlxTilemapGraphicAsset type is
FlxFramesCollection. You could probably use
FlxTileFrames.combineTileSets(), which pretty much handles that
BitmapData combination logic for you.
In both cases you need the
BitmapData for the individual images, which you can get with
The tiles in the tile set are graphic indexed starting with 0 (like an array). That's why it "fills the 1s with the second tile", essentially your graphic is missing tile 0 and it's all off by one. And it would crash when trying to draw tiles with index 2, because no such tile exists in the graphic.
You could just add a transparent 8x8 square as tile #0 (depending on what you want the "path" to look like).
The folder containing the
neko binary, as well as
std.ndll (and other
.ndll files). On Windows, that's a separate directory next to the Haxe directory (
C:\HaxeToolkit\haxe), not sure what the directory structure would look like on a Mac.
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