Search the Community

Showing results for tags 'TypeScript'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 236 results

  1. Hi, i want to pass value from the HTML element to the type script variable , but when i write this.ShowMs(show), it show error of "Property 'ShowMs' does not exist on type 'HTMLElement'. Anyone know what i missing? Below is the code. ping():void{ var intStartTime; intStartTime = +new Date(); var objIMG = new Image(); var show; objIMG.src = this.url + "/" + intStartTime ; objIMG.onload = objIMG.onerror = function() { var delay = Number(new Date()) - Number(intStartTime); show = (delay<1)?("<1"):(" = "+delay); console.log( " Ping" + show + " ms"); this.ShowMs(show); } } ShowMs(passData:any):void{ if(passData < 100){ this.txt.color = "#3FFF00"; this.txt.text = passData; }else if(passData < 300){ this.txt.color = "#C5FF0D"; this.txt.text = passData; }else if(passData > 300){ this.txt.color = "#FF0000"; this.txt.text = passData; }else{ this.txt.color = "#FF0000"; this.txt.text = passData; } }
  2. I made very simple example (just rewrite Getting Started Example) in TypeScript and Three.js without Angular. This example shows: How to compile TS files to AMD modules and load them with Require.js How to place your examples in Playground (https://plnkr.co/edit/) And how to use OrbitControl with TS on Playground (It does not work now but I will solve it soon) Check: https://plnkr.co/edit/yICv96E7lTK8xu7DohJB?p=preview OrbitControl with TS works locally: https://github.com/8Observer8/usage-orbitcontrols-in-typescript-on-playground But it does not want to work on Playground. P.S. I will be very glad if someone help me and explain me why OrbitControl works locally but does not work on Playground.
  3. The best way to learn is to practice as much as possible. Share your examples here. What browsers WebGL is supported, you can see here: WebGL 1.0: https://caniuse.com/#feat=webgl WebGL 2.0: https://caniuse.com/#feat=webgl2 A brief description of what WebGL is, and references to the specifications: https://www.khronos.org/webgl/ Tutorials: WebGL 1.0 Fundamentals WebGL 2.0 Fundamentals This book is about WebGL 1.0: WebGL Programming Guide Source Code for the book: examples.zip Source Code for the book on JSFiddle: Chapter 02. Your First Step with WebGL ch02/HelloCanvas: https://jsfiddle.net/8Observer8/2gky294r/ ch02/HelloPoint1: https://jsfiddle.net/8Observer8/cc72u1u5/ ch02/HelloPoint2: https://jsfiddle.net/8Observer8/uxw657ud/ ch02/ClickedPoints: https://jsfiddle.net/8Observer8/xf4fnc0o/ ch02/ColoredPoints: https://jsfiddle.net/8Observer8/gkkmnpga/ Chapter 03. Drawing and Transforming Triangles ch03/MultiPoint: https://jsfiddle.net/8Observer8/cty1120m/ ch03/HelloTriangle: https://jsfiddle.net/8Observer8/wk4sksnw/ ch03/HelloQuad: https://jsfiddle.net/8Observer8/g4ctyk7w/ ch03/HelloQuad_FAN: https://jsfiddle.net/8Observer8/v119e8o6/ ch03/HelloTriangle_LINES: https://jsfiddle.net/8Observer8/wwrkaxcf/ ch03/HelloTriangle_LINE_STRIP: https://jsfiddle.net/8Observer8/3ggjz4rm/ ch03/HelloTriangle_LINE_LOOP: https://jsfiddle.net/8Observer8/7vcyquro/ ch03/TranslatedTriangle: https://jsfiddle.net/8Observer8/0dp4xvyt/ ch03/RotatedTriangle: https://jsfiddle.net/8Observer8/gh9s6szm/ ch03/RotatedTriangle_Matrix: https://jsfiddle.net/8Observer8/7ze7pgpu/ ch03/ScaledTriangle_Matrix: https://jsfiddle.net/8Observer8/6xzoe63s/ Chapter 04. More Transformations and Basic Animation ch04/RotatedTriangle_Matrix4: https://jsfiddle.net/8Observer8/t4y7783v/ ch04/RotatedTranslatedTriangle: https://jsfiddle.net/8Observer8/b5yfxojp/ ch04/TranslatedRotatedTriangle: https://jsfiddle.net/8Observer8/o8voebc9/ ch04/RotatingTriangle: https://jsfiddle.net/8Observer8/x9j5vdk7/ ch04/RotatingTranslatedTriangle: https://jsfiddle.net/8Observer8/rkrv0322/ ch04/RotatingTriangle_withButtons: https://jsfiddle.net/8Observer8/wzoLmdzd/ Chapter 05. Using Colors and Texture Images ch05/MultiAttributeSize: https://jsfiddle.net/8Observer8/dsfgezbj/ ch05/MultiAttributeSize_Interleaved: https://jsfiddle.net/8Observer8/bshwnden/ ch05/MultiAttributeColor: https://jsfiddle.net/8Observer8/bveykLdf/ ch05/ColoredTriangle: https://jsfiddle.net/8Observer8/mrkpms7d/ ch05/HelloTriangle_FragCoord: https://jsfiddle.net/8Observer8/ft33yo9s/ ch05/TexturedQuad: https://jsfiddle.net/8Observer8/o3vakb3h/ ch05/TexturedQuad_Repeat: https://jsfiddle.net/8Observer8/2s7q68cc/ ch05/TexturedQuad_Clamp_Mirror: https://jsfiddle.net/8Observer8/mqu0wwma/ ch05/MultiTexture: https://jsfiddle.net/8Observer8/ztew5u0p/ Chapter 07. Toward the 3D World ch07/LookAtTriangles: https://jsfiddle.net/8Observer8/6ab11xpg/ ch07/LookAtRotatedTriangles: https://jsfiddle.net/8Observer8/944dd57h/ ch07/LookAtRotatedTriangles_modelViewMatrix: https://jsfiddle.net/8Observer8/e5t6gj1w/ ch07/LookAtTrianglesWithKeys: https://jsfiddle.net/8Observer8/38ewegg2/ ch07/OrthoView: https://jsfiddle.net/8Observer8/zebt4u7t/ ch07/LookAtTrianglesWithKey_ViewVolume: https://jsfiddle.net/8Observer8/vLcejtm1/ ch07/OrthoView_halfSize: https://jsfiddle.net/8Observer8/uvcd9h4p/ ch07/OrthoView_halfWidth: https://jsfiddle.net/8Observer8/vepodfb8/ ch07/PerspectiveView: https://jsfiddle.net/8Observer8/640pv8qe/ ch07/PerspectiveView_mvp: https://jsfiddle.net/8Observer8/w8yh4Lmj/ ch07/PerspectiveView_mvpMatrix: https://jsfiddle.net/8Observer8/hhwnx145/ ch07/DepthBuffer: https://jsfiddle.net/8Observer8/hyumw026/ ch07/Zfighting: https://jsfiddle.net/8Observer8/foc0b45t/ ch07/HelloCube: https://jsfiddle.net/8Observer8/rkpn5tyw/ ch07/ColoredCube: https://jsfiddle.net/8Observer8/80x8cyom/ ch07/ColoredCube_singleColor: https://jsfiddle.net/8Observer8/pespackq/ Chapter 08. Lighting Objects ch08/LightedCube: https://jsfiddle.net/8Observer8/4jchxo84/ ch08/LightedCube_animation: https://jsfiddle.net/8Observer8/ekw3osj7/ ch08/LightedCube_ambient: https://jsfiddle.net/8Observer8/y6qwnfe1/ ch08/LightedTranslatedRotatedCube: https://jsfiddle.net/8Observer8/pa88ujjg/ ch08/PointLightedCube: https://jsfiddle.net/8Observer8/vuq118ue/ ch08/PointLightedCube_animation: https://jsfiddle.net/8Observer8/5bj39hb8/ ch08/PointLightedSphere: https://jsfiddle.net/8Observer8/edz9Lz8f/ ch08/PointLightedSphere_perFragment: https://jsfiddle.net/8Observer8/qzwyow4j/ ch08/PointLightedCube_perFragment: https://jsfiddle.net/8Observer8/8t1umamf/ ch08/LightedCube_perFragment: https://jsfiddle.net/8Observer8/471y2t84/ Chapter 09. Hierarchical Objects ch09/JointModel: https://jsfiddle.net/8Observer8/vqse5egz/ ch09/MultiJointModel: https://jsfiddle.net/8Observer8/sL53wkn3/ ch09/MultiJointModel_segment: https://jsfiddle.net/8Observer8/ygvk7odv/ Chapter 10. Advanced Techniques ch10/RotateObject: https://jsfiddle.net/8Observer8/1f5hLmff/ ch10/PickObject: https://jsfiddle.net/8Observer8/owue624n/ ch10/PickFace: https://jsfiddle.net/8Observer8/edvw6z90/ ch10/HUD: https://jsfiddle.net/8Observer8/fLxxxs35/ ch10/3DoverWeb: https://jsfiddle.net/8Observer8/tbowcc16/ ch10/Fog: https://jsfiddle.net/8Observer8/6yf9L399/ ch10/Fog_w: https://jsfiddle.net/8Observer8/8aLvthc3/ ch10/RoundedPoints: https://jsfiddle.net/8Observer8/sjs5kmn4/ ch10/LookAtBlendedTriangles: https://jsfiddle.net/8Observer8/apoz294n/ ch10/BlendedCube: https://jsfiddle.net/8Observer8/xsrL2fs5/ ch10/ProgramObject: https://jsfiddle.net/8Observer8/jnd0j6w0/ ch10/FramebufferObject: https://jsfiddle.net/8Observer8/vaLq6d66/ ch10/Shadow: https://jsfiddle.net/8Observer8/jsnfwcae/ ch10/Shadow_highp: https://jsfiddle.net/8Observer8/brjzr00n/ ch10/Shadow_highp_sphere: https://jsfiddle.net/8Observer8/4fmyLy5f/ ch10/OBJViewer: https://jsfiddle.net/8Observer8/pws1x7uv/ ch10/RotatingTriangle_contextLost: https://jsfiddle.net/8Observer8/vs01s8Lz/ Gifts gifts/Particle: https://jsfiddle.net/8Observer8/Ltzt31vk/ gifts/Printf: https://jsfiddle.net/8Observer8/qsw7jtec/ gifts/SpecularCube: https://jsfiddle.net/8Observer8/z4xj9rbv/ gifts/TextTexture: https://jsfiddle.net/8Observer8/qt7q2kuf/ gifts/ThreeDUI: https://jsfiddle.net/8Observer8/zdw1f2st/ gifts/Wave: https://jsfiddle.net/8Observer8/eL9odthz/ gifts/WorldCoordinateSystem: https://jsfiddle.net/8Observer8/6utj3hnk/ appendix/CoordinateSystem: https://jsfiddle.net/8Observer8/dzz056jt/ Appendix appendix/CoordinateSystem_viewVolume: https://jsfiddle.net/8Observer8/apxLww1q/ appendix/LoadShaderFromFiles: https://jsfiddle.net/8Observer8/wdn9ubhj/
  4. Try my christmas event game. http://game.nostia.com very short, one button game. Press spacebar or mouse/touch to Jump. jump higher when holding button. Goal is this gift bag. You can see ending CG when you get gift bag Thank you for playing.
  5. Hello, I am trying to run official Getting Started Example on Playground https://plnkr.co/edit/ with OrbitControls. The first problem was that official OrbitControls is not friendly with TypeScript and I took: https://github.com/nicolaspanel/three-orbitcontrols-ts But this module does not use AMD by default and I recompiled it to AMD for usage with RequireJS library because I have a few files: Program.ts and Scene.ts and I can run my example on Playground only with AMD compilation. Recompilation requires going in node_modules folder for recompiling module - it is not a common way. I created libs folder in my project and copied content of dist to libs/three-orbitcontrols-ts/ it works localy: https://github.com/8Observer8/usage-orbitcontrols-in-typescript-on-playground I put all files in one directory for usage in Plunker and it works localy: https://github.com/8Observer8/usage-orbitcontrols-in-typescript-on-playground-one-directory But when I upload the files on Plunker it does not work: https://plnkr.co/edit/yICv96E7lTK8xu7DohJB?p=preview You will see the error in a console: Please, help me to solve this problem.
  6. I am still getting errors like: Severity Code Description Project File Line Suppression State Error Build:Expected 0-1 arguments, but got 5. Canada C:\MRM\Canada\Canada\app.ts . I am receiving 10 Errors when trying to build this in VS2015. It is behaving like it is missing a project reference as it doesn't recognize game.load,image and game.add.sprite as well as the number of arguments in Phaser.Game. This behavior is normally tied to missing a .dll or a using in C#. In the initial instructions it says if you are still having errors to add the suggested file to the top of the app.ts file: /// <reference path="phaser.d.ts"/> which I did. I can see in doing research using /// <reference path="phaser.d.ts"/> as a way to add reference is supposed to work. I have downloaded the latest version of phaser.d.ts from Git and still have the issue. Any help would be very much appreciated as I am trying to get started with Phaser3 app.ts
  7. I am setting up the typescript version in VS and noticed when I downloaded version 3.15.1 there was no typesript folder or file "As of Phaser 2 the TypeScript definitions are found in a folder called typescript in the root of the repository. You need to select the phaser.d.ts file from there. If you have an earlier version of Phaser the defs file can be found in the build folder." Does anyone have any ideas on where I can find this file? It also does not exist on GitHub as far as I could see.
  8. i just uploaded an example of my game written in typescript. maybe its useful to somebody: https://github.com/olwe0002/phaser_typescript
  9. Hi , I prepared an yeoman generator for phaser 3. It is supporting typescript , bower and webpack by default. npm install -g yo npm install -g generator-phaser-3-ts-boilerplate Also it is available via http://yeoman.io/generators/ type to search bar phaser-3-ts-boilerplate. Best Regards
  10. I searched the babylon.d.ts and cannot find keyword AdvancedDynamicTexture or GUI. Does any one know how to create AdvancedDynamicTexture using TypeScript? Or where is the correct place to get the latest definition file for babylon.js? https://raw.githubusercontent.com/BabylonJS/Babylon.js/master/dist/preview release/babylon.d.ts Solution: https://raw.githubusercontent.com/BabylonJS/Babylon.js/master/dist/preview release/gui/babylon.gui.d.ts
  11. SOFTGAMES is looking for an experienced Game Developer - JavaScript / HTML5 who is goal-orientated and a strong team player. Join a team of super experienced people to build great games for Messengers that will entertain tens of millions of people around the world every month. You design, architect, test and implement game features into our live games. Further you'll work on upcoming Messenger Games from the scratch until global release and during post-launch. You will collaborate with producers, game artists and with other HTML5 Game Developers to share learning and best practices. You are passionate, ship robust and high-performance code, and act as a fount of knowledge when it comes to game development. As part of a small, high experienced and dynamic team you will enjoy a creative, challenging and collaborative environment. Your role… Develop HTML5 games for Facebook Messenger to expand our portfolio, with Pixi.js Maintain and optimize game features Write robust code to be used by millions of users Work on schedule, set clear goals Independently create complete solutions from scratch Share knowledge and help colleagues Your profile… Great passion for game programming 3+ years of professional software engineering experience Deep knowledge of: Pixi.js JavaScript / HTML5 As a plus: Phaser, TypeScript, Webpack, Reactjs, Node.js Shipped at least 2 mobile/social title, preferably on multiple platforms Ability to quickly get up to speed with existing code Deliver high-quality and well-structured code Open-minded and keen to learn Check out Cookie Crush on Facebook Messenger. Can you build this game? We offer… A spirited, inspiring, international and enthusiastic team The best and brightest company in producing and distributing Messenger Games The chance to craft games for millions of monthly gamers Valuable insights into global expansion, start-up scene and entrepreneurship Flexible working-hours and flat company hierarchy Inspiring company breakfasts, epic team events Perks: fresh fruits, cold drinks, tee, coffee, discounted local transport ticket, health package, lunch vouchers, maternity leave etc. About SOFTGAMES… Based in Berlin, the creative capital of Europe, SOFTGAMES together with its ROFL brand is the leading developer of games for Facebook Messenger and the developer behind popular titles like Cookie Crush, Solitaire Story, Candy Rain or Fish Story. Further SOFTGAMES is operating the world’s largest platform for HTML5 games distribution and monetization outside the Messengers. We’re delivering fun to tens of millions of players every month across 6 continents on the device of their choosing. Our vision is to help users to instantly discover and engage with games they like, while helping brands to reach their target audiences. Have we caught your interest? Then we look forward to your detailed application here: https://softgames.recruitee.com/o/game-developer-javascript-html5
  12. Hello, I've recently acquired some sprites from Oryx and have attempted to load the sample Tiled file contained within. I'm able to load the assets just fine in my Preloader: loadAssets() { this.load.tilemap("oryx_tilemap", "assets/tilemaps/maps/oryx_test.json", null, Phaser.Tilemap.TILED_JSON); this.load.image("oryx_creatures", "assets/tilemaps/tiles/oryx_creatures.png"); this.load.image("oryx_items", "assets/tilemaps/tiles/oryx_items.png"); this.load.image("oryx_tiles", "assets/tilemaps/tiles/oryx_tiles.png"); this.load.image("oryx_world", "assets/tilemaps/tiles/oryx_world.png"); this.load.image("oryx_world2", "assets/tilemaps/tiles/oryx_world2.png"); } However, as soon as I attempt to "do" anything with the map, it crashes: create() { this.game.stage.backgroundColor = "#ffffff"; this.map = this.game.add.tilemap("oryx_tilemap"); // Error here this.map.addTilesetImage("oryx_world", "oryx_world"); this.map.addTilesetImage("oryx_creatures", "oryx_creatures"); this.map.addTilesetImage("oryx_items", "oryx_items"); this.map.addTilesetImage("oryx_world2", "oryx_world2"); this.layer = this.map.createLayer("background"); this.layer.resizeWorld(); } With the following error message: Uncaught TypeError: Cannot read property '2' of undefined Phaser.TilemapParser.parseTiledJSON Phaser.TilemapParser.parse Phaser.Tilemap Phaser.GameObjectFactory.tilemap InGame.create Phaser.StateManager.loadComplete Phaser.StateManager.preUpdate Phaser.Game.update Phaser.RequestAnimationFrame.updateRAF You can find the entire .json in this pastebin snippet. I'm not aware that I'm messing something up, judging from the tilemap example. What could I be doing wrong? Is the tilemap using any properties that are unsupported by Phaser?
  13. Hi, I am working now with some projects involving Pixi.js I have made a quickstart project, with the minimum tooling, in order to start developing with Pixi.js from 0. It uses Parcel and all its amazing features like Hot Module Reloading. Highlight features: - Super fast start - Hot Module Reloading - Typescript - Unit testing Here is the GitHub link: https://github.com/llorenspujol/parcel-pixijs-quickstarter Hope can help someone to start a Pixi.js project:)
  14. Hi, I'm taking a rather big bite here since I haven't really used TypeScript before, and I have very limited experience with JS and node in general. So I'm not really sure where the fault lies, but I'm pretty sure it's something stupid easy. The problem I have is this: Uncaught TypeError: Cannot read property '_environmentBRDFTexture' of undefined at Function.e.GetEnvironmentBRDFTexture (babylon.js:1) at t [as constructor] (babylon.js:1) at t [as constructor] (babylon.js:1) at new t (babylon.js:1) at t.Creation.createMaterial (Creation.ts:28) This error appears any time I try to create a new PBR material - happens with any PBR material. Specific line from where the error originates is simply this: var material: PBRMetallicRoughnessMaterial = new PBRMetallicRoughnessMaterial(name,GLOBAL.scene); StandardMaterial works just fine. I am using webpack with ts-loader to bundle the JS, as well as TypeScript Compiler, for verification only. My webpack.config.js is pretty much copy-paste from the docs: const path = require('path'); module.exports = { entry: { app: './src/game.ts' }, output: { path: path.resolve(__dirname, 'build'), filename: 'game.js' }, resolve: { extensions: ['.ts', '.tsx', '.js'] }, devtool: 'source-map', plugins: [ ], module: { rules: [{ test: /\.tsx?$/, loader: 'ts-loader', exclude: /node_modules/ }] } } And this is my tsconfig.json: { "compilerOptions": { /* Basic Options */ "target": "es5", "module": "commonjs", "noResolve": false, "noImplicitAny": false, "removeComments": true, "preserveConstEnums": true, "sourceMap": true, "experimentalDecorators": true, "isolatedModules": false, "lib": [ "dom", "es2015.promise", "es5" ], "declaration": true, "outDir": "./tscverify", "strict": true, "types": [ "babylonjs", "babylonjs-gui", "babylonjs-materials" ], } } Help?
  15. Hello again! I sent out a note about this several months ago and didn't quite find the right candidate, so I'm here again in an attempt to find an individual (NOT a company or a "dedicated team") who is interested in working remotely on HTML5 game projects. The perfect candidate will have significant Typescript experience, as well as a strong background using pixi.js and Flash. (Porting experience from Flash to HTML5 is also a big plus!) If you're a proven self-starter with the ability to learn quickly and hit the ground running, we definitely want to talk to you! Please feel free to contact me with your resume/CV, sample games, or anything else that would make you a good candidate to consider for this position. Competitive compensation negotiable based on experience! Thank you!
  16. Hello,guys! In the old days you remember Flash/AS3. There were free Flashdevelop IDE. It was perfect. You use all libraries in flash with perfect auto-completion, perfect debuging and so on. When flash is old and grumpy now every work with it is stopped of course. The perfect substituent of AS3 + Flashdevelop IDE we explored is Typescript + PIXI + Webstorm + Typescript namespaces - okay. But typescript + webstorm are made for angular applications so you understand there is bunch of problems. We were under pressure and had to create everything fast. Now we have time to explore for the best solution. Big games/applications can be made of pure javascript and it is trash - our opinion and experience. Can you tell your opinions, your experience, best practices and so on on Typescript, PIXI , IDE, other libraries and so on ? Lets make better code!
  17. Hi everyone! With the help of Phaser 3 I introduce... Free Rider Jumps! This is using the facebook messenger platform. The first instant game by Kano . Available on desktop, and mobile . Its a single track. Goal is to get the best score you can. You earn points by going the distance and doing it with style by doing tricks! Mobile & Desktop on Messenger Search "Free Rider Jumps" or try http://m.me/freeriderjumps?game=freeriderjumps Desktop Only on FB https://www.facebook.com/instantgames/183911338963055/ Still some work to do on it, like music / sounds, but the bulk of what we wanted is there. Feel free to give feedback / ask questions.
  18. loading a text file in phaser with typescript is trival with a simple: this.game.load.text("reference", "url") however attempting to write or modify external text files appears to be way more complicated. I'm guessing this is for security reasons, but still don't see why there can't be a "game.write.text()" method or something similar?
  19. Hey everyone, I was wondering if anyone knew how to get gradient material into code. I am using BABYLON version 3.2.0 but it does not have gradient material, so I tried adding in this file and then adding through script in my index.html but I couldn't use it in my typescript code. Then I tried adding this file to my typescript files which did let me compile without errors but gave me the runtime error typeError: BABYLON.GradientMaterial is not a constructor. I also tried adding this file to my javascript files, and it didn't seem do anything, any idea how to get gradient materials into my code? Im using npm if that helps... All I want to be able to do with it is this: https://www.babylonjs-playground.com/#2IFRKC%237 Any ideas?
  20. Hello, I apologize in advance if my English is not perfect, I'm French. I've recently created a 2D brick breaker game from scratch in JavaScript (Typescript) and HTML5 Canvas, named Save the koala. I've created 7 different levels for now, and I would have liked to have some feedback to give me some improvement on this game 🙂 I think I will create multiple worlds, and other levels if the site knows a minimum of traffic. From a general point of view, how do you find this game? You can find my brick breaker game here. The website is in French, so I give you the controls here : - If you have a keyboard press Enter to play, and the arrow keys to move. - If you are on a tactile device, there are 3 buttons on the screen to play, pause and move. Thanks to those who will take the time to test and answer me 🙂
  21. Why not publish Typescript definition file to @types? So we can install TS types easily with npm install --save @types/phaser. It will auto update when we run npm update and no need to check this repo manually.
  22. When I extend a class, as shown here: export class AbstractType extends Phaser.GameObjects.Sprite and try to add a subclass of that type(AbstractType) into a container, symbols.add(symbol) I get the following error: TypeError: gameObject.once is not a function at Container.addHandler (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:57689:1) at Object.Add (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:100986:1) at Container.add (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:57790:1) at NumberBarController.addSymbol (/Users/schwarzj/Desktop/symphonymathhtml5/app/controllers/numberbar.controller.ts:807:12) at NumberBarController.layoutTask (/Users/schwarzj/Desktop/symphonymathhtml5/app/controllers/numberbar.controller.ts:481:12) at NumberBarController.onSoundsLoad (/Users/schwarzj/Desktop/symphonymathhtml5/app/controllers/numberbar.controller.ts:364:9) at EventEmitter.emit (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:1960:1) at Function.AudioController.sendAudioLoadComplete (/Users/schwarzj/Desktop/symphonymathhtml5/app/controllers/audio.controller.ts:300:44) at EventEmitter.AudioController.onSoundsLoaded (/Users/schwarzj/Desktop/symphonymathhtml5/app/controllers/audio.controller.ts:250:25) at EventEmitter.emit (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:1939:1) TypeError: child.setScrollFactor is not a function at ContainerWebGLRenderer [as renderWebGL] (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:135801:1) at WebGLRenderer.render (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:63279:1) at CameraManager.render (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:110694:1) at Systems.render (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:25617:1) at SceneManager.render (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:43412:1) at Game.step (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:105691:1) at TimeStep.step (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:102205:1) at step (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:64607:1) Any suggestions on how to move forward from here? Thank you!
  23. Hello, I'm just getting started with babylon.js. I've used node on the backend before, but I'm new to using it on the frontend with webpack, it's also my first time using typescript. I'm using Visual Studio Code as my IDE. I'm looking for tips for creating a development environment that will allow fast, iterative development. I'm aware that TypeScript involves transpiling, so perhaps it's not quite a "hot reload", but "pretty quick reload" would be great. In addition, I sometimes work offline, so everything needs to be able to run locally. At the moment I just have a super simple scene for testing purposes, held in a single `main.ts` file. Everything builds and runs as it should, but the build process can be very slow. I have a few questions In particular, the step that can take a minute or so is `92% chunk asset optimization UglifyJSPlugin`. I'm not sure what is running UglifyJS, it's not something I've specified in my build steps. Is it possible to disable it for non-production builds? (not that I've got as far as setting up anything like environment variables). Given that my `main.ts` is so simple, it feels like it must be running uglify on the whole of babylonjs. Is it possible to just transpile the files that have been changed? Is it really necessary with the webpack workflow to bundle everything into a single file? (I thought that if a user was navigating between several sites using babylonjs, the browser might cache babylonjs? Wouldn't it bundling everything into a single file block this caching)? Any other tips for speeding up builds/ creating a nice, speedy dev environment? webpack.config.js: const path = require('path') module.exports = { entry: { 'project': './src/main.ts' }, output: { filename: '[name].js' }, resolve: { extensions: ['.ts', '.tsx', '.js'] }, devtool: 'source-map', plugins: [ ], externals: { oimo: 'OIMO', //why do I need to declare this as external if it's included with the npm install? cannon: 'CANNON', //or true earcut: 'EARCUT' }, module: { rules: [{ test: /\.tsx?$/, include: path.resolve(__dirname, "src"), loader: 'awesome-typescript-loader', // I've tried ts-loader too exclude: /node_modules/ }] } } tsconfig.json: { "compilerOptions": { "target": "es6", "module": "commonjs", "noImplicitAny": true, "sourceMap": true, "outDir": "app", "types": [ "babylonjs" ] }, "include": [ "src/**/*" ], "exclude": [ "node_modules" ] } package.json { "name": "babylondemo", "version": "1.0.0", "description": "", "main": "main.ts", "scripts": { "test": "echo \"Error: no test specified\" && exit 1", "build": "webpack --progress -p", "watch": "webpack --progress --watch" }, "author": "", "license": "ISC", "dependencies": { "babylonjs": "^3.2.0", "babylonjs-loaders": "^3.2.0" }, "devDependencies": { "awesome-typescript-loader": "^5.0.0", "typescript": "^2.8.3", "webpack": "^4.8.3", "webpack-cli": "^2.1.3" } }
  24. Hi! I have been looking for 2 days how to get the full width and height of the game in Typescript. For example, I want to place a gameobject randomly but within the visible bounds. In javascript I have seen solutions mentioning `this.game.width`, or `this.game.scale.width` etc. But nothing in TS. Thanks for your help, A super-novice
  25. Hello, My example shows how to run app with a few files in TypeScript on Playground by RequreJS. Playground intro-to-threejs.zip