Jump to content

Search the Community

Showing results for tags 'TypeScript'.

  • 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
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • 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

  1. Here's a free book for those interested in or looking to start using TypeScript to make Phaser 3 games. It goes through 11 chapters and about 90 pages to make an Infinite Runner game like Jetpack Joyride. It is intended for those slightly more advanced than beginner. I also wrote the free Infinite Jumper in Phaser 3 with Modern JavaScript book that is geared towards beginners! TypeScript tends to help add more safety and clarity to your code by default so that you can make bigger and more complex games. We cover things including enums, basic state machine, infinite scrollin
  2. What physics engines are available for Javascript and/or Typescript? I've searched myself but maybe there's one or two I missed. I also found a post in these forums but that's over two years old now; It's a little disappointing to see that some of them aren't actively developed and lacking a lot of features. I put together a test to compare the different engines I tried - I've attached the files if anyone wants to try it out. Here are the engines I've tried: PhysicsJs http://wellcaffeinated.net/PhysicsJS/ - Incomplete: lacking simple features like constraints - Seems li
  3. My example shows how to use Planck.js with TypeScript in Debug and Release modes: hello-planckjs-webgl10-ts You should install these modules globally: npm i typescript -g npm i browserify -g npm i uglify-js -g Install all packages from `package.json` using the command: `npm i` Comment/Uncomment Debug/Release in `index.html` and `main.ts` (see comments in these files). Use these commands to build the example: `npm run debug` - to set breakpoint in code editors and to publish on PlayGround (like Plunker), for example: Hello Planck.js. WebGL 1.0, TypeScr
  4. My example shows how to use Ammo.js with TypeScript in Debug and Release modes: hello-ammojs-webgl10-ts You should install these modules globally: npm i typescript -g npm i browserify -g npm i uglify-js -g Install all packages from `package.json` using the command: `npm i` Comment/Uncomment Debug/Release in `index.html` and `main.ts` (see comments in these files). Use these commands to build the example: `npm run debug` - to set breakpoint in code editors and to publish on PlayGround (like Plunker), for example: Hello Ammo.js. WebGL 1.0, TypeScript
  5. Introduction I am a big fan of strongly typed programming languages, and a big fan of Phaser. So TypeScript was a no brainer for me. The thing about TypeScript and phaser for me was a bit of a learning curve in terms of project setup and configuration. The last thing I was using was a combination of gulp, browserify, watchify, and uglify. Plus, setting up a nodeJS server, in order to boot phaser in localhost, and furthermore, run the server in a cloud service, in my case, I used Heroku. This can be a little bit of a turn off for most users who just want to start building video g
  6. Project `visual ts game engine` Tutorial Basic - Sprite animation (SpriteTextureComponent) Screenshot: SpriteTextureComponent class extends TextureComponent It means that we can easy use tiles on sprite animation. Scales is also interest parameter. Use if you want the textures to be larger/smaller than the physical body. sprite: { xScale: 2, // or smaller 0.2 yScale: 2, // or smaller 0.2 }, Demo code: /** * @description * I use images from add-element folder. * This is demo but for real release this * is bad praticle.
  7. Project name: VuleTube Alternative YouTube viewer Based on Vue vs Typescript - YouTubeAPI vs Three.js and Node.js First feature: YouTube vs Threejs version 0.2.0 Public access for VuleTube service: https://maximumroulette.com:3000 I am looking for collaborants who will support this project. Api documentation: DocumentationLink Production use https node application for web server. git clone https://github.com/zlatnaspirala/vue-typescript-starter npm i Other good solution is node serve for instant start. Install web server for dev: For Lo
  8. Hi, I am trying to format a specific part of a Phaser.Text object as a superscript. I am using TypeScript in the project. For example: var question: Phaser.Text = this.add.text(0, 0, "3x2", { font: "24px Arial", fill: "#000", align: "center" });Looks like: 3x2 But I want it to look like: 3x2 Unfortunately String.prototype.sup() is depreciated. How would I get this result? I know I can use the <sup> tag, but am not sure how to use this in a Phaser.Text object. Thank you.
  9. I made a game in a week for a game jam with Phaser 3 and React: itch.io's page: https://ldd.itch.io/re-wand Youtube let's play (not by me):
  10. At Starloop Studios we are looking for a Phaser Game Developer freelance ready to make our clients’ wishes and our team’s ideas come true!Come on board and get ready to create some of the most kick-ass games ever! Minimum Requirements **************************************************************************************************** - Extensive knowledge in Phaser development.- Working knowledge of the Phaser game development engine and the ability to quickly get up to speed with any related tools.- Experience in creating exciting, highly interactive experiences on the d
  11. Hi, I am having issue to use pixi.js 5.3 using typescript. It will work fine using pure js but once I try to implement it in typescript, it will not work saving "Cannot find module" I digged through the code and for some reason the types are not here at all (it would normally ship with a d.ts) but for some reason it doesn't show. So I downloaded the repo file but each time I will try to run the Types npm script command it will throw an error and not work at all. here's the stack error file. Also yes I did npm install to make sure everything's was insta
  12. EDITED: This problem is solved. The solution is in this message. Hello, Require.js does not understand '.' (dot) in the module name: "pixi.js". Here in the RequireConfig.ts file: RequireConfig.ts requirejs.config({ baseUrl: "js", paths: { "pixi.js": "https://cdnjs.cloudflare.com/ajax/libs/pixi.js/5.0.4/pixi.min" } }); requirejs(["Program"], () => { }); I changed "pixi.js" to "pixijs" in this file: "node_modules\pixi.js\pixi.js.d.ts" here: declare module "pixijs" { export = PIXI; } But now PIXI is undefined in my example: import * as
  13. 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 "o
  14. Hey everyone! I've been a lurker for a while, but joined up to shamelessly plug my new library I built for my own PIXI projects. Hopefully someone else will find it useful too. I wanted an unopinionated way to make isometric tilemaps from sprites of different sizes/depths, one that would play nice with PIXI 💝 and allow me to be super flexible at runtime without much overhead. Let me know if you have any feedback or find it useful at all! https://github.com/sammccord/iceoh Example page
  15. The best way to learn is to practice as much as possible. Share your examples here. What browsers WebGL is supported, you can see here: WebGL 1.0: https://caniuse.com/#feat=webgl WebGL 2.0: https://caniuse.com/#feat=webgl2 A brief description of what WebGL is, and references to the specifications: https://www.khronos.org/webgl/ Tutorials: WebGL 1.0 Fundamentals WebGL 2.0 Fundamentals This book is about WebGL 1.0: WebGL Programming Guide Source Code for the book: examples.zip Source Code for the book on JSFiddle: Chapter 02. Your First St
  16. 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!
  17. I rewrote the Pong game to WebGL 1.0 and TypeScript from the tutorial: https://noobtuts.com/cpp/2d-pong-game I use a free hosting and sometimes my Node.js/Express server sleeps. Wait 10 second to wake up the server. Run the release version in the browser: http://ivan8observer8.herokuapp.com/webgl10-ts/pong2d-from-noobtuts/ Download the source code: https://github.com/8Observer8/pong2d-from-noobtuts_webgl10-typescript I will find the instruction in README.md file how to build to the Release and Debug versions.
  18. Hi all I have small problem. I have an spritesheet and background music, when i click on my sprite the music should be muted and I want to achieve this by watching variable named musicMuted. So when variable is false then music should play, else not. The problem is that when I change the variable in create function it is not updating i update function (always return false) Codepen below: https://codepen.io/mejs/pen/mdyeGjo
  19. Hello, I can teach you using Skype. If you share your screen I can tell you what you need to install and press. I can show you how to: set breakpoints in VSCode in the project with a few files. We will use AMD and RequireJS bundle your source files to use them in Browser. We will use Browserify and UglifyJS compile Node.js server TypeScript scripts connect your server with client that is written in pure WebGL, Phaser, Pixi.js, Three.js or Babylon.js write Jasmine Specs (Unit Tests) for client and server set breakpoints in Jasmine Specs deploy
  20. I decided to write simple multiplayer games for my portfolio. Maybe my code will be useful for someone. I will write detailed commits on GitHub. Everyone can use my code for free. The Game will be here: https://tic-tac-toe-socketio-ts.herokuapp.com/ Source Code: https://github.com/8Observer8/tic-tac-toe-socketio-ts I use: TypeScript VSCode Free Heroku hosting that are connected with GitHub. My game deployed automatically when I push on GitHub AMD and RequireJS for debug version CommonJS, Browserify, UglifyJS for release version Now my game just
  21. I want to use Browserify with Pixi.js v5, because I want to create a lot of examples for learning and I do not want to use Webpack (Gulp, Grant and so on) because they require a lot of disk space on my laptop. I use TypeScript too. Could you give me a simple project in the archive with a few TypeScript files that allows me to create a bundle for Browser? EDITED: This problem is solved. The solution is in this message
  22. Hi, i want to pass value from the HTML element to the type script variable , but when i write this.ShowMs(show), it show error of "Property 'ShowMs' does not exist on type 'HTMLElement'. Anyone know what i missing? Below is the code. ping():void{ var intStartTime; intStartTime = +new Date(); var objIMG = new Image(); var show; objIMG.src = this.url + "/" + intStartTime ; objIMG.onload = objIMG.onerror = function() { var delay = Number(new Date()) - Number(intStartTime); show = (delay<1)?("<
  23. I made very simple example (just rewrite Getting Started Example) in TypeScript and Three.js without Angular. This example shows: How to compile TS files to AMD modules and load them with Require.js How to place your examples in Playground (https://plnkr.co/edit/) And how to use OrbitControl with TS on Playground (It does not work now but I will solve it soon) Check: https://plnkr.co/edit/yICv96E7lTK8xu7DohJB?p=preview OrbitControl with TS works locally: https://github.com/8Observer8/usage-orbitcontrols-in-typescript-on-playground But it does not want t
  24. Try my christmas event game. http://game.nostia.com very short, one button game. Press spacebar or mouse/touch to Jump. jump higher when holding button. Goal is this gift bag. You can see ending CG when you get gift bag Thank you for playing.
  25. Hello, I am trying to run official Getting Started Example on Playground https://plnkr.co/edit/ with OrbitControls. The first problem was that official OrbitControls is not friendly with TypeScript and I took: https://github.com/nicolaspanel/three-orbitcontrols-ts But this module does not use AMD by default and I recompiled it to AMD for usage with RequireJS library because I have a few files: Program.ts and Scene.ts and I can run my example on Playground only with AMD compilation. Recompilation requires going in node_modules folder for recompiling module - it is not a common wa
×
×
  • Create New...