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Found 9 results

  1. 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
  2. Hi all, I'm the main author of the Quick game engine / lib and I have been reading a lot about these tools such as npm and browserify for the client side of web applications. I have been very comfortable with the current structure of the project but I would like to hear your opinions on adopting the new structure that these tool can facilitate, e.g. separate class files, et al. Coming from Java, I can appreciate that, though it's not a real need. Anyway, I already use npm for unit testing so it feels like it would make sense to go further into this trend. Any comments are more than w
  3. Hi everyone, I am currently using Phaser,io with ES6 syntax , gulp, babelify, browserify and browsersync that is something similar to the ES6 boilerplate but I am using my own gulp file. I am encountering a bug where I import an image there is a green square behind it and there is a warning of "Phaser.Cache.getImage: Key "player" not found in Cache." on the Chrome browser debug tool show on the attached image. I have a GameState.js file as so: import Player from "../objects/Player"; class GameState extends Phaser.State { constructor(){ super(); } prel
  4. So... I've been trying for days now to get modules to play nice with babylon.js, thus far without success. babelify, webpack, browserify, nothing seems to be working. Can anyone give me a hint on how to properly package it so that it actually functions? The current error I'm running into (and there have been dozens of various errors from the various attempts) is that BABYLON is not defined. require ('./babylon.js');var createScene = require ('./Sub_Scene1.js'); console.log('1');window.addEventListener('DOMContentLoaded', function(){ var canvas = document.getElementById('renderCa
  5. I'm attempting to get started with Phaser (2.4.0), but whenever I require phaser into my project, I receive this error: Uncaught TypeError: Cannot read property 'prototype' of undefinedat phaser:35790 which refers to this line: Phaser.TileSprite.prototype = Object.create(PIXI.TilingSprite.prototype);Just above this line is the definition for the Phaser.TileSprite class, so the error must be referring to PIXI.TilingSprite.prototype. I've tried manually inserting PIXI into the window object like this: window.PIXI = require("pixi.js");But this does not solve the issue. If anyone else has run in
  6. I have a game with structure like this. (Some lines of code were deleted. Also all file are required by Browserify) Game needs boot.js and play.js game.js: w = window.innerWidth * window.devicePixelRatio,h = window.innerHeight * window.devicePixelRatio;window.game = new Phaser.Game((h > w) ? h : w, (h > w) ? w : h, Phaser.CANVAS, 'Phaser', {render:render});game.state.add('Boot', require('./states/boot.js'));game.state.add('Play', require('./states/play.js')); boot.js starts play.js In boot.js: module.exports = { preload: function() { //... }, create: function() { gam
  7. 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
  8. 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 nic
  9. Hi everyone I named this post "Alternatives to organize code base into different files" because it is a more general than "alternatives to make modular code" or something like that. I like javascript a lot, but it being the ONLY LANGUAGE IN THE WORLD that does not have a way to load/reference a file from within another is what pisses me off most. Every language has it. C and C++ has "include", C# has "using", Java has "import" and php has "require" and "require_once". I bet even X86 assembly may have something like that. Nonetheless, javascript yet don't have it and only God knows if (and wh
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