I just saw that. Is there a way to manage that with the command line or should I edit that file directly?
Next up I’m getting this error:
Warning: Could not find template file: haxe Warning: Could not find template file: flash/hxml
I’ll google around and see what I get.
Update:
Er, nm. I somehow ended up in the wrong directory.
I wonder if a different error could be written that would reveal such a silly mistake (such as no project.xml found in current directory or something like that if you run openfl test or openfl build from a non-openfl project directory, just to toss around random ideas.
One more:
I got the Nape example to build for flash, but it doesn’t seem to work for HTML5 or mac. I get a variant of the same set of errors:
Source/Template.hx:60: characters 21-45 : Class<openfl.system.System> has no field totalMemoryNumber Source/Template.hx:167: characters 12-49 : Class<openfl.system.System> has no field pauseForGCIfCollectionImminent Source/Template.hx:107: characters 20-85 : Class not found : BitmapDebug Source/Template.hx:224: characters 35-59 : Class<openfl.system.System> has no field totalMemoryNumber
Commenting out the System.* errors clears those up - now I just have to find the missing nape.util.BitmapDebug class
Update on BitmapDebug:
It looks like BitmapDebug is a Nape class that uses the Alchemy opcodes. Is that why it doesn’t work on mac and html5 targets?
It worked! There was actually a param for that. I still had to comment out BitmapDebug though, since it couldn’t find the class (it’s behind a flash10 ifdef in the Nape source).