我想在Typescript中使用Pixi.js作为渲染引擎创建一个小游戏。一开始我是跟随http://ezelia.com/2013/05/pixi-tutorial/.代码中有一些错误,但我设法解决了。现在我想用pixi加载我的精灵表。不幸的是,我在调试控制台中遇到了一个错误:Uncaught Error: The frameId 'body.png' does not exist in the texture cache function (baseTexture, frame)
。
这是我加载精灵表的代码:
var assetsToLoader = ["/pixi/img/Spritesheet.json"],
loader = new PIXI.AssetLoader(assetsToLoader);
loader.onComplete = IntroScene.onAssetsLoaded;
loader.load();
这里是我的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"
];
最后用纹理打包器生成Spritesheet.json
(http://www.codeandweb.com/texturepacker):
{"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": "$TexturePacker:SmartUpdate:a9757ea06ba8b63665a1e5d45be72609$"
}
}
如果有人能帮助我,我将不胜感激。
看看这里的spritesheet示例,正如您在示例中看到的那样,"frames"是一个对象,而您有一个数组。修复Spritesheet.json,或者您可以通过数字id访问纹理,例如PIXI.Tructure.fromFrame(0)用于body,PIXI.Trasture.fromFrame(1)用于curvedBody1等。
我在http://peepsquest.com/tutorials/isometric-tiles-with-height.html
我通过更换解决了这个问题
var tile=PIXI.Sprite.fromFrame(文件名);
带有
var tile=PIXI.Sprite.fromImage(文件名);
您试图调用Texture.fromFrame
,就好像它是一个静态方法一样,但它实际上是一个实例方法。你可能是想打电话给Texture.fromImage
?