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Found 208 results

  1. 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!
  2. 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!)
  3. 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!
  4. Hello guys! I am currently working with @troyedwardsjr ( 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?
  5. I've started writing a generator for Phaser 3 typescript definitions using Richard's JSDoc annotations. If anyone is interested in helping:
  6. 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:
  7. Deployment issue ES6

    I've got an odd issue with the deployment of a PIXI project. I'm creating an ES6 JS file - when I view it through localhost, or push it up to my site, it works fine. But, when I deploy through the end client system, the game fails. This is obviously something to do with their bundling, but I just cannot work around it. I get the error 'PIXI is not defined at...' which it appears it should be, as the PIXI.min.js has been added into the bundled JS file above the game code. I think this is caused by PIXI being a global variable, but I've not been able to get it to work. Anyone got any ideas?
  8. Pixi Glow Filter

    Hello there, I am trying to load a pixi glow filter for a phaser project I am working on. I followed this tutorial But I am a bit confused as to how to make this run on type script without the ts definitions. Any help in this regard would be much appreciated Thank you
  9. I'm trying to understand how to setup my tsconfig configuration to work properly with Visual studio community 2017 and my project. The structur of the project is: root debug platformA fileX tsconfig.caseA.json platformB fileX tsconfig.caseB.json platformC fileX tsconfig.caseC.json release platformA fileX tsconfig.caseA.json platformB fileX tsconfig.caseB.json platformC fileX tsconfig.caseC.json tsconfig.json How can I do to let Visual studio understand what fileX read and give me his intellisense? How can I tell him to compile tsconfig.json and then just the correct one of the other three tsconfig? I've looked at the documentation but I didn't understand how to do that. Can anyone help me, please? Thanks!
  10. Hi guys, I was looking for a Phaser boilerplate, simple, clean to get me started but what I've found on the web was outdated, too complex or didn't do the right thing (at least for me) so I've decided to create my own. The Phaser boilerplate that I've put together comes with: - the latest version of Phaser CE 2.9.4 - TypeScript - Howler.js 2.0.7 (an awesome audio library) - can be removed if one does not need it - Webpack 3.10.0 - ... and few things to get a game up and running in no time Some of the awesome features: There is a integrated TypeScript linter that checks your code for readability, maintainability, and functionality errors (we need to code proper ). The code is watched so any change you make the browser refreshes (unless you have errors in your code). I've added a command to pack your code (minify, uglify, comments removal, console.log removals, etc). The uglify process is only applied on your custom code, not on vendor library so that you won't end up with extra MBs in your final build. The boilerplate is available here: Let me know what you think! Hope it will be useful for the community!
  11. [WIP] Kawaii Ketchup

    I've kinda been developing this game in a vacuum. So, if it wouldn't be too much trouble for you, and if you would like to, could you give me criticism or feedback such as what the game does that appeals to you or what the game does that you don't like? I might be missing something, I think. It's still a work in progress (kinda like an alpha version?) and I hope to have it really polished by the end of the first quarter of 2018. Also, I kinda just wanted to share and promote the game It's like an arcade game where you try to avoid getting hit by flying ketchup bottles and then you eat raisins in order to stay alive. And also, you can look at the source code.
  12. Hi everyone, I've been working on a pixi.js - typescript boilerplate using webpack that I would like to share just in case someone finds it of any use. It comes with a helper class to manage some "trivial" tasks such as resizing, stage alignment, toggling full-screen and some utilities like fps-meter and a container to display some visual info. It's a bit heavy on dependencies though. Any suggestion, bug report or improvement submitted would be very much appreciated. Thanks!
  13. Cardinal Run

    Hi, I am finishing this year with a NEW GAME! I am super glad - also was about time to stop working on it. You can play the game here I hope the game performance is alright. I noticed little lag here and there. Not sure if I can fix it. Game was developed using pixi.js, pixi particles and howler.js Game is available for non-exclusive license and API integration. Please contact me Gameplay video Some screenshots:
  14. Preferred Language for Phaser?

    That is basically it guys. Which is your preferred language for phaser. If its other I don't know please write a comment.
  15. Best Typescript/Phaser IDE?

    A couple years ago a built an Asteroids clone using JS and Phaser on Cloud9 ( Was a great experience and a great way to learn JS. I'm now looking at a second game that I'd like to code with Typescript and distribute on the Android platform and possibly iOS. C9 has since been bought by Amazon and not supporting the C9 IDE as much. Regardless, it never supported breakpoints for JS, so had to debug using the Chome dev tools. My day job is coding C++ on visual studio. What's the best IDE for coding Typescript for Phaser? Ideally (for me) it would be close to Visual Studio experience (e.g., eclipse) but I'm up for something different. Mostly, I'd like to get away from the clunky C9 / Chome debugging.
  16. loading a text file in phaser with typescript is trival with a simple:"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?
  17. First of all Is it called "module" or "library" if it extends pixi.js' functionality? How to use them with Typescript? I'm not totally new to typescript but aren't pro w/ it at all. I added pixi.js and the typings via npm (and successfully use npm-modules and their @types in typescript for the server of this project) But when it comes to pixi.js modules things get weird, it's not enough to add them via npm and adding import * as Stuff from 'pixi-module' which makes sense, because afaik they extend the PIXI namespaces. So I tried adding this reference thing /// <reference path="../node_modules/pixi-module/stuff.d.ts"> but even that did only work half-way. Hard to explain but it was like adding the Apples to PIXI, but not the AppleTree, if I may explain it this way. Even with `require('pixi-module')` Even stranger: VSCode finds the module and even suggests it when writing an import statement. But after auto-completing it, it tells me the module is not found. (The webpack run tells me so, too.) Tried it with @ivan.popelyshev pixi-projection, failed half-way and tried it again with pixi-particles. None of them did work as expected in the end. Wat? To conclude this: How to add modules after `npm install pixi-module` in my Typescript code, where I did `import * as PIXI from 'pixi.js'` Thanks <3
  18. Hello everyone, I've decided to start with PhaserJs, at the getting started page there is a sentence that reads "If you're coming from Flash / AS3 then we'd recommend giving a TypeScript a go"... And yes I coming pretty much from 12 years of Flash. Someone please could explain my what are the advantage of code in TypeScript and also recommend a IDE? Thanks in advance
  19. Arrows - Move Ship Space - Fire Weapon A, S, D - Change Weapon 3 Power Ups : - Slow Time - Speed - Shield
  20. OBJ Exporter help?

    So, with some googling i found this... the problem is, it's in TypeScript (I don't know what this is even)... I don't know how to implement this any time i try using this i get unexpected identifiers. (I also noticed this TypeScript language is really similar to c# lol). So how would i use this... I know this is very nooby but meh
  21. Hi, I am trying to use the Arcade-Slopes plugin in Typescript, but I'm not sure how to do it. I added a ref to the .d.ts file in tsconfig.json: "files": [ "./src/app.ts", "./vendor/phaser.d.ts", "./vendor/phaser-arcade-slopes.d.ts" ] This is how I'm trying to load the plugin. // enable arcade slopes plgin; But when I try to convert the collision layer: // Convert the collision layer to work with Arcade Slopes, 'arcadeslopes'); I get the following errors: src/app.ts(71,26): error TS2339: Property 'convertTilemapLayer' does not exist on type 'ArcadeSlopes'. vendor/phaser-arcade-slopes.d.ts(61,5): error TS7010: 'resolve', which lacks return-type annotation, implicitly has an 'any' return type. vendor/phaser-arcade-slopes.d.ts(156,17): error TS2304: Cannot find name 'object'. vendor/phaser-arcade-slopes.d.ts(157,14): error TS2304: Cannot find name 'object'. vendor/phaser-arcade-slopes.d.ts(238,3): error TS7010: 'clear', which lacks return-type annotation, implicitly has an 'any' return type. It looks like the arcade slopes .d.ts file isn't compiling properly either. Has anyone managed to use Arcade Slopes successfully with Typescript? I'm seriously considering restarting with plain old JS to avoid this problems.
  22. I'm just starting out with Phaser and not sure why I shouldn't use TS. It seems better to me. Not sure if there are any benefits over using JS.
  23. const ASSETS:string = "./assets"; // Simple game. class SimpleGame { phaser_game:Phaser.Game; constructor () { this.phaser_game = new Phaser.Game( 800, 600, Phaser.AUTO, "phaser", { create: this.create, preload: this.preload } ); } create () { let piplup_sprite:Phaser.Sprite = this.phaser_game.add.sprite(,, "logo" ); piplup_sprite.anchor.setTo(0.5, 0.5); } preload () { let piplup_sprite_path:string = ASSETS + "/piplup.png"; console.log(this.phaser_game); // Undefined? this.phaser_game.load.image("logo", piplup_sprite_path); } } window.onload = () => { let simple_game:SimpleGame = new SimpleGame(); }; I suppose the title is self-explanatory. I used Phaser with vanilla JavaScript before. Decided to learn TS but I got stuck why the `this.phaser_game` is undefined, while it is clearly defined in `constructor`?
  24. Phaser with Kotlin

    Hello. I've made a repository with a template and ported 568 examples of Phaser with Kotlin. Kotlin is a modern statically typed programming language that compiles to Javascript and now it can be used to code Phaser games!
  25. In my tsconfig.json I have "strictNullChecks": true That won't let me have something like: function unsetParent(mesh: AbstractMash) { mesh.setParent(null); } Error TS2345 (TS) Argument of type 'null' is not assignable to parameter of type 'AbstractMesh'. I didn't see a tsconfig in BabylonJS project. Seems like it should be setParent(mesh: AbstractMesh | null){...}? Or is it just not support to have strictNullChecks.