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Found 227 results

  1. 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
  2. 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
  3. 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:)
  4. 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?
  5. 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!
  6. 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!
  7. 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.
  8. 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?
  9. 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 🙂
  10. Majirefy

    Publish TS Def to @types?

    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.
  11. 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!
  12. 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" } }
  13. supersushi

    Game dimensions in Typescript

    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
  14. Hello, My example shows how to run app with a few files in TypeScript on Playground by RequreJS. Playground intro-to-threejs.zip
  15. I am re-writing this one... thought it was solved but it is not. There is an typescript mismatch between the Phaser3 ts definitions and a body of Phaser.Physics.Arcade.Body. >body< is only defined as an object. So I get typescript errors for using: onFloor(); onCeiling(); setVelocity; etc. etc. for every method which should be available. This can be found in the docs: 1. I enable physics for the sprite 2. run this in a JS file to disable ts. (tested, working, with all methods) 3. run it in ts, I get an error: That <any body method> is not available in type "object". It's not that certain line, but somewere the track of the physics body definition is broken on typescript. (updated docs, ts, phaser to newest version) /** * If this Game Object is enabled for physics then this property will contain a reference to a Physics Body. */ body: object; I don't know how to address this "bug", since it should be fixed in the live code which is automatically generated by the phaser docs repo. And I am not experienced enough in the build process of the docs. maybe someone can look after this and tell me how to. regards
  16. Hello, I'm fairly new to development with Phaser (TypeScript). I've made a simple login screen in HTML, and I'm trying to make the "Log In" button which is in the external HTML call a function in my Phaser game. This is the button that will call the function: <button onclick="login()">Log In</button> Where in my project should I write the function "login", and how can I call it when I click the button? Any help would be greatly appreciated. 😃 I'm using this as a base for my project (I purchased his book): https://github.com/code0wl/Multiplayer-Phaser-game
  17. LordLants

    Angular 5 CLI Integration

    Hi there. I am very partial to Angular, I use it for basically all of my personal projects and know that, in the long run, I would want to wrap any game that I make in an Angular shell eventually. Unfortunately, as far as I can tell, it is currently quite difficult to get Phaser 3 working with the Angular CLI due to two simple things: 1) if bundling with webpack (which Angular does by default) the .frag and .vert files need a raw-loader configuration, 2) the CANVAS_RENDERER and WEBGL_RENDERER need to be initialized. The Angular CLI does allow for these things by calling "ng eject" at the command line, adding module: { rules: [ { test: [ /\.vert$/, /\.frag$/ ], use: 'raw-loader' } ] }, plugins: [ new webpack.DefinePlugin({ 'CANVAS_RENDERER': JSON.stringify(true), 'WEBGL_RENDERER': JSON.stringify(true) }) ] but calling "ng eject" has its own set of adverse side effects that are not very ideal (you lose a lot of the CLI). Is there any way that these two small things can be handled so that Phaser 3 can easily be built and run in Angular without needing to use "ng eject"? Does anyone know of a way to currently use Phaser 3 with Angular without having to eject? Currently at any point if phaser.min.js is included as a script the bundler blows up, from all that I can tell. I know that part of the underlying problem is how the Angular CLI handles its webpack.config.js file in the first place, and how the CLI team doesn't want to allow more customization in the .angular-cli.json file, but that just kind of is what it is right now. Any feedback would be appreciated, thanks!
  18. Good afternoon my name is Gary a pleasure, I am new and decided to raise babylon on the recommendation of a friend. I can do the basic example of the site (version js), but now I try to do it using the version typescript, but doing so I get the following error: src/ts-reference/babylon.2.5.d.ts(2,11): error TS2300: Duplicate identifier 'InstancingAttributeInfo'. src/ts-reference/babylon.2.5.d.ts(29,11): error TS2300: Duplicate identifier 'EngineCapabilities'. src/ts-reference/babylon.2.5.d.ts(71,11): error TS2300: Duplicate identifier 'Engine'. src/ts-reference/babylon.2.5.d.ts(1145,11): error TS2300: Duplicate identifier 'Node'. src/ts-reference/babylon.2.5.d.ts(1254,11): error TS2300: Duplicate identifier 'PointerEventTypes'. src/ts-reference/babylon.2.5.d.ts(1270,11): error TS2300: Duplicate identifier 'PointerInfoBase'. src/ts-reference/babylon.2.5.d.ts(1279,11): error TS2300: Duplicate identifier 'PointerInfoPre'. src/ts-reference/babylon.2.5.d.ts(1288,11): error TS2300: Duplicate identifier 'PointerInfo'. src/ts-reference/babylon.2.5.d.ts(1295,11): error TS2300: Duplicate identifier 'RenderingGroupInfo'. src/ts-reference/babylon.2.5.d.ts(1337,11): error TS2300: Duplicate identifier 'Scene'. src/ts-reference/babylon.2.5.d.ts(2083,11): error TS2300: Duplicate identifier 'Action'. src/ts-reference/babylon.2.5.d.ts(2115,11): error TS2300: Duplicate identifier 'ActionEvent'. src/ts-reference/babylon.2.5.d.ts(2156,11): error TS2300: Duplicate identifier 'ActionManager'. src/ts-reference/babylon.2.5.d.ts(2257,11): error TS2300: Duplicate identifier 'Condition'. src/ts-reference/babylon.2.5.d.ts(2268,11): error TS2300: Duplicate identifier 'ValueCondition'. src/ts-reference/babylon.2.5.d.ts(2289,11): error TS2300: Duplicate identifier 'PredicateCondition'. src/ts-reference/babylon.2.5.d.ts(2295,11): error TS2300: Duplicate identifier 'StateCondition'. src/ts-reference/babylon.2.5.d.ts(2306,11): error TS2300: Duplicate identifier 'SwitchBooleanAction'. src/ts-reference/babylon.2.5.d.ts(2316,11): error TS2300: Duplicate identifier 'SetStateAction'. src/ts-reference/babylon.2.5.d.ts(2323,11): error TS2300: Duplicate identifier 'SetValueAction'. src/ts-reference/babylon.2.5.d.ts(2334,11): error TS2300: Duplicate identifier 'IncrementValueAction'. src/ts-reference/babylon.2.5.d.ts(2345,11): error TS2300: Duplicate identifier 'PlayAnimationAction'. src/ts-reference/babylon.2.5.d.ts(2355,11): error TS2300: Duplicate identifier 'StopAnimationAction'. src/ts-reference/babylon.2.5.d.ts(2362,11): error TS2300: Duplicate identifier 'DoNothingAction'. src/ts-reference/babylon.2.5.d.ts(2367,11): error TS2300: Duplicate identifier 'CombineAction'. src/ts-reference/babylon.2.5.d.ts(2374,11): error TS2300: Duplicate identifier 'ExecuteCodeAction'. src/ts-reference/babylon.2.5.d.ts(2379,11): error TS2300: Duplicate identifier 'SetParentAction'. ... src/ts/babylon.ts(7962,15): error TS2417: Class static side 'typeof Box' incorrectly extends base class static side 'typeof _Primitive'. Types of property 'Parse' are incompatible. Type '(parsedBox: any, scene: Scene) => Box' is not assignable to type '(parsedVertexData: any, scene: Scene, rootUrl: string) => Geometry'. Type 'Box' is not assignable to type 'Geometry'. Types have separate declarations of a private property '_scene'. src/ts/babylon.ts(8073,11): error TS2300: Duplicate identifier 'GroundMesh'. ... src/ts-reference/babylon.2.5.d.ts(16940,11): error TS2300: Duplicate identifier 'DefaultRenderingPipeline'. src/ts-reference/babylon.2.5.d.ts(16995,11): error TS2300: Duplicate identifier 'LensRenderingPipeline'. src/ts-reference/babylon.2.5.d.ts(17086,11): error TS2300: Duplicate identifier 'SSAO2RenderingPipeline'. src/ts-reference/babylon.2.5.d.ts(17197,11): error TS2300: Duplicate identifier 'SSAORenderingPipeline'. Looking in this same forum I found that someone said that the solution was to update according to this version: https://github.com/BabylonJS/Babylon.js/blob/master/dist/preview release/babylon.d.ts but it does not work: my code: game.ts file /// <reference path = "../ts-reference/babylon.2.5.d.ts" /> class Game { private _canvas: HTMLCanvasElement; private _engine: BABYLON.Engine; private _scene: BABYLON.Scene; private _camera: BABYLON.FreeCamera; private _light: BABYLON.Light; constructor(canvasElement : string) { // Create canvas and engine this._canvas = <HTMLCanvasElement> document.getElementById(canvasElement); this._engine = new BABYLON.Engine(this._canvas, true); } createScene() : void { // create a basic BJS Scene object this._scene = new BABYLON.Scene(this._engine); // create a FreeCamera, and set its position to (x:0, y:5, z:-10) this._camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(0, 5,-10), this._scene); // target the camera to scene origin this._camera.setTarget(BABYLON.Vector3.Zero()); // attach the camera to the canvas this._camera.attachControl(this._canvas, false); // create a basic light, aiming 0,1,0 - meaning, to the sky this._light = new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(0,1,0), this._scene); // create a built-in "sphere" shape; with 16 segments and diameter of 2 let sphere = BABYLON.MeshBuilder.CreateSphere('sphere1', {segments: 16, diameter: 2}, this._scene); // move the sphere upward 1/2 of its height sphere.position.y = 1; // create a built-in "ground" shape let ground = BABYLON.MeshBuilder.CreateGround('ground1', {width: 6, height: 6, subdivisions: 2}, this._scene); } animate() : void { // run the render loop this._engine.runRenderLoop(() => { this._scene.render(); }); // the canvas/window resize event handler window.addEventListener('resize', () => { this._engine.resize(); }); } } window.addEventListener('DOMContentLoaded', () => { // Create the game using the 'renderCanvas' let game = new Game('renderCanvas'); // Create the scene game.createScene(); // start animation game.animate(); }); index.pug doctype html html head title= title meta(name='viewport', content='width=device-width, initial-scale=1.0', charset="utf-8") style include ../css/style.css script include ../js/babylon.2.5.max.js include ../js/bGUI.js include ../js/hand.min.1.3.8.js include ../js/cannon.js include ../js/game.js body h1= message div#GUI canvas#renderCanvas
  19. Hi, BabylonJS Example in Playground - a few TypeScript files with AMD and RequireJS Cheers, Ivan
  20. Hi all, I'm trying to help a developer I know find a talented individual (NOT a company, or current employee of any company) who can work remotely on HTML5 projects and has DEEP familiarity coding in Typescript. Familiarity with pixi.js and experience porting Flash games to H5 are also nice to have, but not necessarily required - the ability to learn quickly is more valuable than institutional knowledge for this team, but knowledge of Typescript (or other "formal" training with object-oriented coding) is absolutely essential for this role. I can't share the identity of the team, but it's been around for over 10 years now and boasts a solid portfolio of popular Casual games for the PC Download, mobile, and online/web markets. 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! Thanks! Joe Cain Mr. Shoes, Inc. (sorry, no website yet, but I promise this is legit and I won't waste your time!)
  21. node_modules/babylonjs/babylon.d.ts (299,5): All declarations of 'hasOrientation' must have identical modifiers. "babylonjs": "^3.2.0-beta.4", "babylonjs-gltf2interface": "^3.2.0-beta.4", "babylonjs-loaders": "^3.2.0-beta.4", "babylonjs-materials": "^3.2.0-beta.4", "babylonjs-serializers": "^3.2.0-beta.4",
  22. digitsensitive

    Phaser 3: Typescript definition file

    Hello guys! I am currently working with @troyedwardsjr (https://github.com/troyedwardsjr/phaser3-typescript-webpack) typescript definition file, because I couldn't find any other. However, this one seems to be still incomplete at the moment. According to the last dev Log Issue 117, the typescript definition file should be released soon. Before I support the development of that one, I wanted to ask when the official typescript definition file is going to be released? Any way I can support you guys here?
  23. tiggus

    typescript defs

    Any word on when typescript defs will be available for Phaser 3? Want to kick off a new project in v3 but waiting on that, thanks!
  24. Hi, Our company develop simulations of aircraft systems. We are looking for developers that use Phaser Editor, and has knowledge of Typescript or Javascript and Phaser. Also we will provide you our own framework for developing easier and faster. It's a fully freelance job and we will give you only deadline. Payment method is open to negotiation. You can check our examples here: http://www.flycoglobal.com/B737schematics/ExteriorLightingLocations/ http://www.flycoglobal.com/B737schematics/BleedAirSystem/ http://www.flycoglobal.com/B737schematics/HydraulicPowerDist/
  25. I've started writing a generator for Phaser 3 typescript definitions using Richard's JSDoc annotations. If anyone is interested in helping: https://github.com/troyedwardsjr/phaser3-tsd