Works for me;

Code:
//------------------------------------------------------------------------------
procedure MainLoop;
  var Screen: TPHXScreen;
  var Timer : TPHXTimer;
  var Images: TPHXImageList;

  var Input : TPHXInput;
  var SpriteEngine: TPHXSpriteEngine;

  var Font  : TPHXFont;

  NumSprites   : Integer;
  NumCollisions: Integer;
begin
  // Create the window
  Screen:=TPHXScreen.getInstance();

  // Open the window
  Screen.Open('Phoenix Sprite Demo', -1, -1, 800, 600);

  Screen.Color:= clrBlack;


  //Font:=TPHXFont.Create;
  //Font.LoadFont('Arial16.phxfnt');

  Images:= TPHXImageList.Create;
  Images.LoadImage('1945.phximg');


  SpriteEngine:= TPHXSpriteEngine.Create;
  SpriteEngine.ImageList:= Images;

  // Create a new layer with our spriteset
  SpriteEngine.Layers.Add( TPHXSpriteLayer.Create( SpriteEngine, '1945.png' ) );

  // Create some sprites, see DemoSprites.pas
  CreateSprites(SpriteEngine, Images);

  Input:= TPHXInput.Create;
  Input.Keyboard.KeyBinding[isButton1]:= KeyBinding(VK_SPACE);
  Input.Keyboard.KeyBinding[isButton2]:= KeyBinding( Ord('B'), Ord('2'));
  Input.Keyboard.KeyBinding[isButton3]:= KeyBinding( Ord('C'), Ord('3'));
  Input.Keyboard.KeyBinding[isButton4]:= KeyBinding( VK_DELETE);

  Screen.Color:= Color4f(0, 67 / 255, 171 / 255, 0);

  Timer:= TPHXTimer.Create;
  repeat
    Input.Update;
    Timer.Update;

    Player.Input(Input, Timer.FrameTime);

    SpriteEngine.Move(Timer.FrameTime);

    // The collision detection is quite expensive, there will be improvements to this later on
    // It can be helped alot with the collisiongroups through
    NumCollisions:=SpriteEngine.CollisionTest;

    // Clear the window
    Screen.Clear();

    if Player.Lives > 0 then begin

      NumSprites:=SpriteEngine.Render(Screen.Width, Screen.Height);

      SpriteEngine.WorldY:= SpriteEngine.WorldY - Timer.FrameTime * 100;

      Player.Y:= Player.Y  - Timer.FrameTime * 100;

    end else begin

      NumSprites:= 0;

      if Trunc(Timer.ElapsedTime * 2) mod 2 = 0 then
       // Font.TextOut((Screen.Width - Font.TextWidth(GameOverText)) div 2, (Screen.Height - Font.TextHeight(GameOverText)) div 2, GameOverText, clrYellow)
      else
      //  Font.TextOut((Screen.Width - Font.TextWidth(GameOverText)) div 2, (Screen.Height - Font.TextHeight(GameOverText)) div 2, GameOverText, clrRed);

    end;


  //  Font.TextOut(400, 4 + Font.LineHeight * 0, Format('Lives: %d', [Player.Lives]));
 //   Font.TextOut(400, 4 + Font.LineHeight * 1, Format('Score: %d', [Player.Score]));

   // Font.TextOut(5, 5 + Font.LineHeight * 0, Format('FPS: %d', [Timer.FrameRate]) );
   // Font.TextOut(5, 5 + Font.LineHeight * 1, Format('Sprites: %d / %d', [NumSprites, SpriteEngine.Sprites.Count]));
  //  Font.TextOut(5, 5 + Font.LineHeight * 2, Format('Collisions: %d', [NumCollisions]));


    // Flip the buffers
    Screen.Flip();

  until (Screen.Visible = False);
  
  Images.Free;
  
  Font.Free;
end;