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jusion

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  1. It uses a different build system (Gulp) which I find better and more understandable. It also demonstrates how to use the module-based system via the automatically generated scaffolding a little more effectively. Finally, it doesn't look like the one you posted uses watchify, so I'm not sure if it works with browserify while being served locally with live-reload. I also just pushed a few bug fixes, so it should be 100% good to go!
  2. I've just published a new Yeoman generator for Phaser which uses Gulp (which isn't anything new), but it also includes browserify/watchify (!!), as well as linting, autoreload, auto-minify, etc: https://github.com/jroblak/generator-phaser-browserify / https://www.npmjs.org/package/generator-phaser-browserify Browserify allows for more modular code like: var Player = function (game, x, y) { Phaser.Sprite.call(this, game, x, y, 'testsprite'); game.add.existing(this);}Player.prototype = Object.create(Phaser.Sprite.prototype);Player.prototype.constructor = Player;/** * Automatically calle
  3. jusion

    Screen Shaker

    Thanks! I get a vaguely screen-shaky result, but then everything just disappears except the tilemap. I'll have to trouble shoot more.
  4. jusion

    Screen Shaker

    I'm trying to use the TypeScript code as a basis for writing a Javascript plugin for screen shaking. All seems OK, except for a couple of things, which make it inoperable: a) The file(s) reference camera.worldView, which doesn't exist (anymore?). I'm assuming screenView is a replacement for this? and, more importantly: The file(s) have methods for preUpdate and postRender, which aren't called by the PluginManager. When changing these to the functions that are (postUpdate and preRender), it leads to broken behavior (screen shakes once, and everything disappears). Any ideas or working impleme
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