clark

Members
  • Content count

    250
  • Joined

  • Last visited

  • Days Won

    2

clark last won the day on December 28 2016

clark had the most liked content!

About clark

  • Rank
    Advanced Member
  • Birthday 05/19/1982

Contact Methods

  • Website URL
    http://Soon!

Profile Information

  • Gender
    Male
  • Location
    Scotland
  • Interests
    Sleeping

Recent Profile Visitors

1,017 profile views
  1. Big Shouts to Rich in his Newsletter for his odd music insertion. That will be purchased. Ferry is just so good. Anahera last year made me cry.
  2. I like how that is a thing. How the only reason we know that is due to the transparency of Rich and due to that, kiwi has its place in the journey as a pioneer
  3. Nope I am going to say Kiwi is dead.
  4. This is up to date. https://github.com/pixijs/pixi-typescript In the future will look at possibly including types with the official package.json so that they are automatically available when acquiring pixi from npm.
  5. Pixi V4 would be all that I felt mattered! http://dev.goodboydigital.com/client/goodboy/million/ I know bunnies are hardly the be and end all of performance benchmarks, but Phaser + v4 = Lazer. Obviously not quite (modular etc aside), but I feel Lazer should concern itself outside the renderer (and be TypeScript obvs but I will let it slide :P) . !
  6. Great work Tom, it will be of great value to those even outside the phaser community. I appreciate how much effort went into it too.
  7. So if you press debug, you see your game launching in the browser? In terms of release, I have always used grunt or gulp to compile the final release directory. Chances are you want to eventually minify and stuff for release. I am not sure how to do it with VS alone
  8. I hear you
  9. Thanks for your help on this one guys, appreciated. I made a PR containing your findings.
  10. I have to say that I am totally confused by that Syntax.... `this.rs("FPS").frame()`. In JavaScript I do not know what is happening! So `let myStats = new rStats()` appears to return a function?? Then you call `myStats("property")` to return a value based on that property??? I am so confused! Why did the author not just use getters/setters or even just properties? I am sure there is a reason! Anyway! A cheap definition file could look like this to get rid of your error. rStats.d.ts `declare var rStats: any;` I was has hoping to throw a definition file together for you, but I just cannot understand what the code is doing
  11. Going back a good 10 years now, I started a game degree, it was not what I wanted so I switched to Multimedia Systems. In hindsight, the best thing I could have done was a standard computer science degree. It does not pigeon hole you into any specific field while leaving you open to explore the subject. Good luck!
  12. So generally speaking you have projects. Lets say you have some phaser games like `football` and `shooter` You also have other systems which are wider in scope. Say `Leaderboard` or `AdSystem`. What is the modern way of dealing with this? Right now I am trying an IFrame. So essentially `Leaderboard` is just a webpage, and `shooter` will load `Leaderboard` into an Iframe. This sucks for a lot of reasons though. I know it is not the best way. It is like, `Leaderboard` does not want to be a web page. It wants to just be a javascript API and hence the confusion. I am somewhat aware of Modular JS, but I have not went fully external. I know it would involve a lot of refactoring on my side which I am happy to do but I am not sure going in that direction will solve my problem? I want to say "new Leaderboard" when I need it rather than use a Script tag to load in leaderboard incase I happen to need it..... Not least because then index.html pages become a pain to maintain. Any ideas here? Thanks for reading!
  13. Yeah there are a good few of us using it (d.ts definition file). The community make PRs (but less frequently which I take as a good thing), Rich adds definitions where he can, and I often review changes a couple of times a month to mop up any stranglers. It does not have Box2D or Creature definitions yet. P2 may be slightly outdated... Aside from these features though, I would say its probably conservatively around 97% accurate! Welcome btw, I am from the same planet as you and use TS for the same reason!
  14. game.forceSingleUpdate = true;In the first state of your game. It really depends on the game though, I do not use Physics and get better performance with forceSingleUpdate.
  15. Try module MyGame { export class StateA extends Phaser.State { } }In this case, you do not need to add that constructor because its the same as the Phaser.State you are extending. When you see "prototype" in JS threads, I think it just means "properties" to your TypeScript class. So if you see StateA.prototype.create It actually means this in this context module MyGame { export class StateA extends Phaser.State { myVar: number create(): void { //all phaser states have a create method, so here is where we put create stuff. this.myVar = Math.random() * 100; } } }Or here is just a random other extend this time, it is a group with an image within it. I need to set stuff up in the constructor (unlike states) so I extend a group, and then pass it super(game) because Phaser.Group needs a Game reference. Then I can build up my custom group with a image or another stuff. When I want to use it I call "var gesture = new MyGame.TutorialGesture(this.game);" module MyGame { export class TutorialGesture extends Phaser.Group { /** * The image itself, the actual texture we will use */ private image: Phaser.Image; /** * Constains the tutorial gesture artwork. A centre aligned pointer. */ constructor(game: Phaser.Game) { super(game, null); this.image = this.game.make.image(0, 0, AssetList.ThemeKey(), AssetList.Themes.POINTER); this.image.anchor.set(0.5, 0.5); this.add(this.image); } /** * Destroy the gesture */ destroy(): void { if (this.image) { this.image.destroy(true); this.image = null; } super.destroy(true, false); } }}