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Found 249 results

  1. 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!
  2. 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/
  3. 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
  4. 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
  5. 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?
  6. 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.
  7. 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
  8. 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:
  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 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!
  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: https://github.com/numbofathma/phaser-typescript-webpack Let me know what you think! Hope it will be useful for the community!
  11. That is basically it guys. Which is your preferred language for phaser. If its other I don't know please write a comment.
  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. https://github.com/dacaher/pixijs-ts-boilerplate Any suggestion, bug report or improvement submitted would be very much appreciated. Thanks!
  13. Hey Crew, I'm trying to implement a custom font, I'm using Phaser through typescript, but I can't seem to get it to function correctly. I've checked the phaser examples, unfortunately, as I'm both new to web dev and Typescript, I'm not sure how to convert that info into my game. I've tried googling around and there aren't any examples that I've found that deal specficially with typescript, phaser and fonts. I tried adding this: <link href='http://fonts.googleapis.com/css?family=Holtwood+One+SC' rel='stylesheet' type='text/css'>into my html, and referring to it with this: var style = { font: "30px Holtwood", fill: "#ff0044", align: "center" };But I don't know if I'm missing something? Otherwise my text shows up, it's just default font. Thanks!
  14. 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
  15. https://makizo.itch.io/phaseroids Arrows - Move Ship Space - Fire Weapon A, S, D - Change Weapon 3 Power Ups : - Slow Time - Speed - Shield
  16. 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
  17. With the recently added NPM support added in 3.1.0alpha3.4 and some popular React ES6/Typescript starter kits being deprecated in favour of CRA (https://github.com/facebookincubator/create-react-app), I wanted to finally try out importing GUI with CRA + TypeScript. Thought I would put up a repo for anybody interested. Here is the demo: https://brianzinn.github.io/create-react-app-typescript-babylonjs/ Source: https://brianzinn.github.io/create-react-app-typescript-babylonjs/ Source for page with BabylonJS: https://github.com/brianzinn/create-react-app-typescript-babylonjs/blob/master/babylonjs-site/src/containers/home/index.tsx So, it's pretty straightforward from the docs (http://doc.babylonjs.com/overviews/npm_support), but also in practice turned out quite fast to get started.
  18. 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.
  19. 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
  20. 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 this.game.plugins.add(Phaser.Plugin.ArcadeSlopes); But when I try to convert the collision layer: // Convert the collision layer to work with Arcade Slopes this.game.slopes.convertTilemapLayer(this.collisionLayer, '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.
  21. 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.
  22. I wrote an interactive neural network visualization web program where people can explore the inner workings of neural networks. Here is the description page (where I mention and link to BabylonJS in the FAQ): miabellaAI.net This is the browser-based application: ann.miabellaAI.net
  23. 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! https://github.com/hiperbou/kotlin-phaser
  24. 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( this.phaser_game.world.centerX, this.phaser_game.world.centerY, "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`?
  25. Hello , I'm super new to Typescript , html5 , and I'm looking for some direction, so I started my first "hello world" game and I would like to know how to host it(web host). I have windows hosting through Arvixe... not sure what is required I'm using visual studio 2015 and typescript Thank you in advance Jimmy