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
    • 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 217 results

  1. 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!
  2. 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" } }
  3. 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
  4. Hello, My example shows how to run app with a few files in TypeScript on Playground by RequreJS. Playground intro-to-threejs.zip
  5. 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
  6. 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. šŸ˜ƒ I'm using this as a base for my project (I purchased his book): https://github.com/code0wl/Multiplayer-Phaser-game
  7. 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!
  8. 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
  9. Hi, BabylonJS Example in Playground - a few TypeScript files with AMD and RequireJS Cheers, Ivan
  10. 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!)
  11. 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",
  12. 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?
  13. 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!
  14. 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/
  15. 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
  16. Webdva

    [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. https://webdva.itch.io/kawaii-ketchup And also, you can look at the source code. https://github.com/webDva/Kawaii-Ketchup
  17. charlie_says

    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?
  18. buttonsrtoys

    Best Typescript/Phaser IDE?

    A couple years ago a built an Asteroids clone using JS and Phaser on Cloud9 (c9.io). 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.
  19. studdDev

    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 http://phaser.io/examples/v2/filters/pixi-filter 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
  20. labrat.mobi

    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 https://labrat.mobi/games/cardinal_run/ 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 https://labrat.mobi/#contact Gameplay video Some screenshots:
  21. 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 https://www.typescriptlang.org/docs/handbook/tsconfig-json.html#configuration-inheritance-with-extends but I didn't understand how to do that. Can anyone help me, please? Thanks!
  22. 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: https://github.com/numbofathma/phaser-typescript-webpack Let me know what you think! Hope it will be useful for the community!
  23. Raagh

    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.
  24. 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. https://github.com/dacaher/pixijs-ts-boilerplate Any suggestion, bug report or improvement submitted would be very much appreciated. Thanks!
  25. yahiko

    Pixi.js + TypeScript boilerplate

    After a couple of days working with Pixi.js, I've built up a simple boiler plate for the TypeScript language I'm glad to share: https://github.com/yahiko00/PixiProject The game loop with a FPS meter is already implemented. This boiler plate supports source maps, incremental builds, unit tests and browser auto-refresh. Maybe this could be helpful. Feel free to comment. There is certainly a room for improvement. Cheers!