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Found 3 results

  1. Hello everyone, I'm currently creating my first Phaser game, so I'm relatively new to all of this. Basically what I'm trying to achieve is to create text with images inside. I'm thinking of building Strings like "This is a {{test}} String", which gets parsed in a way that the "{{test}}" part will be replaced by an image that has previously been loaded into the cache, using the identifier 'test'. I've been searching through the web in the past few days but didn't find anything that really helps me. For experimental purposes, the images I want to use in my Text are the Playstation input symbols (Cross, Square, Triangle and Circle). So, for example, if I add a text "Press {{cross}} to continue" to the game I want it to show the Cross-Symbol inside the text. Hopefully this explains enough. Does anyone have a good idea for a way of achieving this, or done this before? I will greatly appreciate any help! Kind regards and thanks for reading! Edit: Thanks for the answers! Just like mattstyles suggested, I figured I'd have to generate the text and image parts by parsing the string and then calculate each of the parts positions. For those who are interested in how I did it: First I parsed the string by splitting it at spaces (" "), iterating over the resulting array and depending on the "substring", either add a text or image to a previously defined group. Then I iterated over the groups children and set each of their x and y attributes after calculation the position, based on the all the previous children's widths, heights and a fixed anchor point. My result is a tooltip that follows the mouse pointer when hovering over certain objects. This is a very rough explanation. If anyone wants, I can provide some of my code with more precise information.
  2. 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!
  3. 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 when) the ecmascript 6 draft that proposes modules like python's will come to really become standard and come the masses. And WHEN it come, will everyone use updated browsers ??? And, when it comes, people will already be familiar with what they are already familiar, like AMD (requirejs style modules) and browserify (commonjs style modules) That being said, I would like to know your experiences and opinions about how (and why) you divide your code base into several files. It seems most use browserify and others use requirejs. But there are still others that just define and use globals into several files and put several script tags in the html. I made an attempt to create what seemed to me the simplest way to emulate a include/import/using/require in javascript, using xmlhttprequest+eval to "include" synchronously one js file into another: https://github.com/Gnumaru/executejs I think the current ecmascript 6 draft propposal for modules is probably the best. But old javascript files meant to just be included in html with a script tag will probably need to be patched to work with the modules system. My solution is just a way to use the "old way" of adding several script tags, without really adding several script tags. I would like to know, then, what you're using to manage large codebases. Are you bundling every js file into one? with what? browserify? requirejs' bundling tool? linux's cat command? If you're not building your code base into one single file, how are you calling one file from anoter? several script tags? AMD (with requirejs or others)? something with commonjs sintax? And at last, independent of bundling your code into one file or not, how the functionality of each file is exposed to other files? by exporting amd style modules? exporting commonjs style modules? defining globals? defining namespaces? The creator of UglifyJS has given some thoughts on this matter wich is really worth reading. http://lisperator.net/blog/thoughts-on-commonjs-requirejs/ He says, for example, that for many years and still today, C programmers are used to define globals using unique names and are happy with it =) (those are not his words, those are my interpretation of his whole blog post) Your experiences and opinions would be really important to me and probably to several other people that may read this thread. Thanks.
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