Jump to content

Search the Community

Showing results for tags 'Grunt'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

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 8 results

  1. I've created my own variation of the Space Invaders game, but I started with the boiler plate repo on github. I've updated from melonjs 6.0 to 6.3. I'm having an issue with the output of the "grunt" command. Unfortunately the bundling of melon and my game source files will not run. When execution reaches game.onload(), the console throws an error saying that game is undefined. Everything works if I just copy my javascript files over and adjust the index.html to load them, instead of the js/app.min.js My question is, what is the proper way to bundle all the project now, so that I don't have this issue? (Incidentally I was also seeing an error about drawShape, a function I'm not even using, and that went away if I just used the unbundled and unminified melon.js) <script type="text/javascript"> me.device.onReady(function onReady() { game.onload(); }); </script>
  2. We use grunt templates and jasmine to run our test suite and since upgrading to v3 - our tests fail to run at all via grunt. I think it's down to the way v3 uses requireJs vs v2 and it doesn't seem to play well with our grunt template. The error I get is: Error: define: 'undefined' is not a function (evaluating 'this._loadResource.bind(this)')I'm thinking this might be because ./loaders doesn't get required properly? Did anyone face similar problems and have any solutions? For ref our grunt test template looks like: test: { src: ['src/**/*.js', '!src/main.js'], options: { display: "short", keepRunner: true, summary: true, specs: ['test/**/*Spec.js', '!test/grunt/*Spec.js'], template: require('grunt-template-jasmine-requirejs'), templateOptions: { requireConfig: { baseUrl: 'src', paths: { "test": "../test", "echo": ECHO_PATH } } }, '--local-to-remote-url-access': true } }
  3. Hello, I need to build the Phaser docs, specially the JSON files that are under the "resources/docgen/output" folder. I see these files are not matching with the current HTML doc (the JSON files last modification are from 5 months ago, but the HTML files are from a month ago), an example of mismatch is the Loader.audiosprite() method. I tried to build it through "grunt docs" but I get this error: C:\...\bower_components\phaser>grunt docsRunning "clean:docs" (clean) taskCleaning docs/pixi-jsdoc.js...OKRunning "pixidoc" taskMutilating type: (Array(Filter)=>Array<Filter>)Mutilating type: (Array(DisplayObject)=>Array<DisplayObject>)Mutilating type: (Array(Filter)=>Array<Filter>)Mutilating type: (Array(Shader)=>Array<Shader>)Skipping loose comment: Graphics.js:904 (first)No items for GraphicsDataNo items forSkipping loose comment: CanvasBuffer.js:1 (first)Skipping loose comment: CanvasRenderer.js:156 (first)Mutilating type: (Array(Number)=>Array<Number>)Skipping loose comment: WebGLSpriteBatch.js:1 (first)Mutilating type: ({Number}=>Number)Mutilating type: ({Boolean}=>Boolean)Skipping loose comment: Texture.js:8 (first)Skipping loose comment: EventTarget.js:6 (first)Skipping loose comment: Intro.js:1 (first)Running "jsdoc:html" (jsdoc) task>> Unable to locate jsdocWarning: Wrong installation/environnement Use --force to continue.As you can see it fails with the "jsdocs:html" task but did a test and it also fails with the "jsdoc:json" task. I need to update these JSON files to fix tools like PhaserChains and others I am already developing. Thanks
  4. Hey there, I´m starting a not-so-small pixi project, which is also my first pixi project. I downloaded pixi and found that the basic gruntfile setup included in the package is not very helpful. Why is there no simple runnable example included. Flambe (just for example) does a very good job at this point so it´s much easier to start developing than with pixi. The pixi examples are fine but why is there no real-life example like Flambe´s shmup example to really get you started and see best practices by example ... Enough whining ... Is it possible to setup Pixi with browserify in grunt (or without) or what is your approach to molularize your games? All the Tutorials i´ve seen include several js-files in the index.html which I don´t think is a professional approach.
  5. Hi, I wanted to start contributing Phaser, so i need to test first what is my changes affect. So i installed both grunt and grunt-cli package via npm. I moved into phaser Directory, and wrote grunt. Here is output: Loading "Gruntfile.js" tasks...ERROR>> Error: Cannot find module 'load-grunt-config'Warning: Task "default" not found. Use --force to continue.Aborted due to warnings.And i said "yeah may it need gruntfile" and wrote a command again grunt --gruntfile Gruntfile.js Loading "Gruntfile.js" tasks...ERROR>> Error: Cannot find module 'load-grunt-config'Warning: Task "default" not found. Use --force to continue.Aborted due to warnings.So it gave me another error. Ok. It might be wrong, it may need tasks, i wrote again grunt --tasks tasks/ Loading "Gruntfile.js" tasks...ERROR>> Error: Cannot find module 'load-grunt-config'Loading "buildtsdoc.js" tasks...ERROR>> Error: Cannot find module 'typescript'Warning: Task "default" not found. Use --force to continue.This is my very first time using grunt, so i dont have an idea, what is error about. Can you help me to solve this error?
  6. Howdy! I'm a long time lurker, first time contributor. I saw a good number of Phaser template projects when starting to use the framework, however none I saw had all the features I wanted to help ship production ready projects. https://github.com/lukewilde/phaser-js-boilerplate Not wanting to repeat the readme, the distinguishing features include: Jade HTML templatingStylus CSS PreprocessorAsset visioning (No more asking for clients to clear their browser's cache)Includes Lodash, Stats.js, and basic Google Analytics integration out of the boxAlong with a stack of development time nicetiesThe project is still a work in progress so feel free to ask questions, request features, and raise any issues you might find. I hope you find it useful. Let me know what you think Luke
  7. Hello All, I wrote a walk through on how to setup Grunt to automatically concatenate/minify your phaser game so you can be ready for testing/deployment. Take a look at it here: http://www.orbitalgamestudios.com/blog/concatenate-and-minify-your-phaser-code/ Let me know if you have any questions, comments or concerns! Thanks!
  8. Hey guys, I'm here asking for your thoughts about a new way to configure your Gruntfile. http://endel.github.io/grunt-loader/ I think we have pros and cons about this approach: Pros: Readable syntaxConfigure the Gruntfile onceEasy to copy/paste modules between other projectsBetter versioning of each moduleCons: Need to "translate" JSON configurations into YAML.It's not the default way that Gruntfile works, which obviously isn't coolPlease let me know your thoughts about it.
×
×
  • Create New...