So I am doing the haxe flixel TurnBasedRPG tutorial I am pretty much a noob so I wont be surprised if this is just a stupid mistake I did. But when I try to put my ogmo tilemap into the game, it doesnt show Here is my Playstate.hx file
package;
import flixel.FlxG;
import flixel.FlxState;
import flixel.addons.editors.ogmo.FlxOgmo3Loader.EntityData;
import flixel.addons.editors.ogmo.FlxOgmo3Loader;
import flixel.tile.FlxTilemap;
class PlayState extends FlxState
{
var player:Player;
var map:FlxOgmo3Loader;
var walls:FlxTilemap;
override public function create()
{
map = new FlxOgmo3Loader(AssetPaths.HaxeFlixel_Tutorial__ogmo, AssetPaths.level_1__json);
walls = map.loadTilemap(AssetPaths.tiles__png, "walls");
walls.follow();
walls.setTileProperties(1, NONE);
walls.setTileProperties(2, ANY);
player = new Player();
map.loadEntities(placeEntities, "entities");
add(walls);
add(player);
super.create();
}
function placeEntities(entity:EntityData)
{
if (entity.name == "player")
{
player.setPosition(entity.x, entity.y);
}
}
override public function update(elapsed:Float)
{
super.update(elapsed);
FlxG.collide(player, walls);
}
}
Player.hx:
package;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.math.FlxPoint;
import flixel.util.FlxColor;
class Player extends FlxSprite
{
static inline var SPEED:Float = 200;
public function new(x:Float = 0, y:Float = 0)
{
super(x, y);
loadGraphic(AssetPaths.player__png, true, 16, 16);
drag.x = drag.y = 1600;
setSize(8, 8);
offset.set(4, 4);
setFacingFlip(LEFT, false, false);
setFacingFlip(RIGHT, true, false);
animation.add("lr", [3, 4, 3, 5], 6, false);
animation.add("u", [6, 7, 6, 8], 6, false);
animation.add("d", [0, 1, 0, 2], 6, false);
}
function updateMovement()
{
var up:Bool = false;
var down:Bool = false;
var left:Bool = false;
var right:Bool = false;
var newAngle:Float = 0;
right = FlxG.keys.anyPressed([RIGHT, D]);
down = FlxG.keys.anyPressed([DOWN, S]);
left = FlxG.keys.anyPressed([LEFT, A]);
up = FlxG.keys.anyPressed([UP, W]);
if (up || down || left || right)
{
if (up && down)
{
up = down = false;
}
if (left && right)
{
left = right = false;
}
if (up)
{
newAngle = -90;
if (left)
newAngle -= 45;
else if (right)
newAngle += 45;
facing = UP;
}
else if (down)
{
newAngle = 90;
if (left)
newAngle += 45;
else if (right)
newAngle -= 45;
facing = DOWN;
}
else if (left)
{
newAngle = 180;
facing = LEFT;
}
else if (right)
{
newAngle = 0;
facing = RIGHT;
}
// determine our velocity based on angle and speed
velocity.set(SPEED, 0);
velocity.rotate(FlxPoint.weak(0, 0), newAngle);
// if the player is moving (velocity is not 0 for either axis), we need to change the animation to match their facing
if ((velocity.x != 0 || velocity.y != 0) && touching == NONE)
{
switch (facing)
{
case LEFT, RIGHT:
animation.play("lr");
case UP:
animation.play("u");
case DOWN:
animation.play("d");
case _:
}
}
}
}
override function update(elapsed:Float)
{
updateMovement();
super.update(elapsed);
}
}
If you want to see any other file please ask me because I have been stuck on this for 3 hours now