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  1. I'm trying to se my interaction mode to true so I can set my sprite to follow my cursor. I've managed to do this before i Added ES6 and webpack. Here is a code example: import * as PIXI from 'pixi.js'; // App with width and height of the page const app = new PIXI.Application({ width: 500, height: 500, resolution: 1, backgroundColor: 0xAAAAAA, }); document.body.appendChild(app.view); let player = new PIXI.Sprite.from('assets/dirt.png'); player.anchor.set(0.5); player.x = app.view.width / 2; player.y = app.view.height / 2; app.stage.addChild(player); const movePlayer = function (e
  2. How about Internet users? I am new to the forum and I have a very small javascript tour, perhaps my problem was that as soon as I entered javascript a friend was teaching me React. Sorry for my bad English, I'm Spanish-speaking. I suppose that many have already touched on this topic but I want you to clarify my doubt that if you can or not, to start with phaser I have more or less a week I did a lot of practices and everything was fine, but when I decided to create a platform project myself Example they have in phaser but in es6 and typescript I wanted to implement the philosophy of
  3. Hi all, Sorry if this is a very newb question... I have created a scene that uses a class instance. Within the class that is called, I have a constructor method that renders an image to use. The constructor method looks like this: export default class Gamepiece { constructor(scene){this.render = (x,y,sprite) => {let gp = scene.add.image(x,y,sprite).setScale(1.0,1.0).setDepth(100).setInteractive(); scene.input.setDraggable(gp);return gp; }} I call the class from a scene, and the returned class instance works fine until I try to apply drag events to it. Here is the working c
  4. Hi all, I have a scene and a player, the player needs do something in the core game loop. Whenever I run into a situation like this I always end up creating an update method on the sprite/image/whatever and calling it from the scene like this: class Level1 extends Phaser.Scene { constructor () { this.player = new Player() } update () { this.player.updatePlayer() } } class Player extends Phaser.Physics.Matter.Image { updatePlayer(){ //do something } } It doesn't look too bad in this example, but I find things get messy once yo
  5. About the role A Game Developer at Roxor/Playsafe plays a crucial part of the creation of our awesome games. You will be working in a team that is responsible for taking the game from a concept stage to a finished game, optimized for both desktop and mobile devices. Not only will you write structured, testable quality code but you will also support our graphics and FX artists with implementing and coding art and graphical effects. We work in small agile teams consisting of a game designer, sound designer, producer, QA, artists and of course game developers. We believe that working closely in
  6. Hey guys! I need to have my site working in Safari 9 and IE11 but I've noticed that there is ES6 code in the pixi.js bundle. Has anybody else encountered this? Looks like it's coming from the mini-signals dependency. I have tried adding pixi.js and mini-signals to my include config for babel-loader but it's still not being transpiled. Any ideas of a solution?
  7. I created a minimal boilerplate just to set up ES6 workflow with no configuration using Parcel, so you don't have to install a lot of devDependencies. Github repo: https://github.com/22mahmoud/Phaser.io-v3-Boilerplate I plan to make CLI create a new project and generate scenes and game objects Questions, suggestions, and contributions are welcomed
  8. I`m use in creating simple game - ES6 syntax, and I cannot add plugin to my game (phaser-plugin-game-scale). Help me and explain how to use plugin in ES6 syntax. Thanks!!
  9. How do you configure the server for this template ? => https://github.com/nkholski/phaser3-es6-webpack I'm trying to do it by following this tutorial => https://gamedevacademy.org/create-a-basic-multiplayer-game-in-phaser-3-with-socket-io-part-1/?a=13 I added two dependencies: nodemon and express. I created the server.js file with the server configuration. const express = require('express') const app = express() const server = require('http').Server(app) const path = require('path') app.get('/', function(req, res) { res.sendFile(path.resolve('index.html')) }) server.listen
  10. Hello everyone this is my first post on this forum. I wanted to share the Puzzle Bobble clone (gameboy version) I made with Phaser, ES6, and webpack. I tried to make the stages similar to the original series. Currently there is a total of 50 stages but I plan to add the rest of the stages if I can find them on the internet. I also drew all the sprites in photoshop. Hope you guys enjoy it! https://html5bubbleshooter.co/
  11. Hello there, i would like to use the babylonjs package in my JS project. If I do this with my import statement, everything goes. I then call a function in another file and want to assign a new standard material to the object (I pass scene to the function). But now he tells me "this.getScene is not a function". Can it be because this package is not designed for webpack+js+module? Uncaught (in promise) TypeError: this.getScene is not a function
  12. In the Phaser 3 examples we have an example extending Phaser.Scene like so (http://labs.phaser.io/edit.html?src=src\scenes\scene from class.js): var MyScene = new Phaser.Class({ Extends: Phaser.Scene, // [...] using ES6 we might say instead: class MyScene extends Phaser.Scene { From what I see, I think that these are functionally very similar. But I could easily have missed or misunderstood something. Are these the same in effect (or almost the same)? If there are differences, what are the significant differences? Is one preferred over the other (assuming ES6 is a
  13. Hello everyone! TLDR; I'm trying to get the plugin 'phaser-input' (made by Orange Games) to be loaded and running properly in a webpack + ES6 style environment. I'm fairly new to the phaser game dev environment, and I really like how someone has created a boilerplate project that has ES6 style coding enabled [ phaser-es6-webpack]. But I think phaser2 by default was never meant to be coded in this style, with importing dependencies from a package manager; you are suppose to load the library and any plugins in the index.html's header area via script tags, so that it can do it's thing
  14. Hi guys I spent some time creating a small boilerplate to use the new Phaser 3 with ES6 and Webpack 4. Plain webpack 4 Boilerplate with Babel, SASS and Phaser3 on board Some cool features: webpack 4, chunks and minifies; webpack-dev-server, development server that provides live reloading and fast in-memory access to assets; @babel/core and @babel/preset-env; eslint; updated, tried to use the latest version of everything (until this post ). I hope it helps, any sugestions, feedbacks or pull requests would be amazing!
  15. I'm having trouble using `createInstance` when importing BabylonJS as an ES6 module. // <script src='main.js' type='module'></script> import {Engine, Scene, ArcRotateCamera, Vector3, MeshBuilder, Color3, HemisphericLight} from './node_modules/babylonjs/es6.js' document.addEventListener('DOMContentLoaded', () => { const canvas = document.getElementById('renderCanvas') const engine = new Engine(canvas, true) const scene = new Scene(engine) const camera = new ArcRotateCamera('camera', 1, 0.8, 10, new Vector3(0, 0, 0)) camera.setPosition(new Vector3(0, 0,
  16. 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
  17. Hi there! We’re looking for a talented, self-motivated and experienced Full Stack Developer to build games for Africa. About Us: Big5 Games is a Gamification Platform for Africa. We’re on a mission to get Africans playing more games! We’re working on a range of games to entertain and educate utilising the latest technologies and platforms. www.big5games.com Core Skills: • Full Stack JavaScript Developer • Solid skill set in Node.js, MongoDB, Angular • Good knowledge of JavaScript, ES6, HTML5, CSS • Knowledge of React • Experience with test frameworks
  18. Hello dear community, I have just pushed a new version of Babylon to NPM. 3.2.0-alpha2 has a bit of changed package structure, which is, in general, transparent to the regular user. You will still be able to do the following: import * as BABYLON from "babylonjs"; What's new and exciting about this release are the extra modules that were added to this package. Babylon's npm package now contains commonjs and es6-ready modules, including typescript typings (for the commonjs modules). With the updated package you could do the following in TypeScript (and JavaScript): import {
  19. Hi all After a few working projects in PIXI on es5, we're now starting to try and build a framework using es6 & babel. We have a boilerplate setup and have got the basics working, though it is slow. Because PIXI.js modules aren't decoupled, it takes a good 5 seconds+ on a simple project to recompile on each save & refresh the browser. I understand there is work possibly planned for V5 on this, but are there any workarounds in the meantime anyone has found to make the workflow a little quicker? Thanks in advance!
  20. I created a quickstart application that I hope would be useful to some of you. It is a Phaser 2.8.8 quick start application that incorporates Webpack (ES6), and Cordova. It supports iOS and Android out of the box, along with all default Phaser supported web browsers. https://github.com/udia-software/phaser-cordova-es6 The code is on Github and is licensed under Apache V2. Enjoy!
  21. Hi, In Phaser Editor we are about to replace the current JavaScript intelli-sense engine by the one used by VSCode (Salsa). Salsa works well for JavaScript ES6 but for ES3 it lacks important features like type inference of prototype inheritance. But, is not the time to forget ES3 and start coding in ES6? If you want to target older browsers you can compile the ES6 code into ES3 just before to publish the game (as probably you are doing now to create the .min files), but in the meantime, you can code and test in ES6. ES6 is very nice for Phaser games development, especially when
  22. Hello, How can I use Babylon's extensions with NPM imports (es6 style)? To resume my problem: 1. I use NPM and Webpack for my project. To use Babylon I've install the node module babylonjs and I import the lib with the line: import BABYLON from 'babylonjs' 2. I would like use too the Sky extension https://doc.babylonjs.com/extensions/sky To do that I try to import it with the line: import {skyMaterial} from 'babylonjs/dist/preview release/materialsLibrary/babylon.skyMaterial.min.js' 3. The compilation is done but
  23. Hi. In v2 (community edition, as far as I've tested) you could, using webpack and the expose-loader plugin, pretty much use Phaser in a bundler environment and get full (except when a physics engine was selected, but it's not a big deal) intellisense/auto-complete in VSCode and in other editors too, I believe. You could code using ES6 and lint the whole thing without issues. It doesn't seem to be the same in v3. Importing (import Phaser from 'phaser';) doesn't seem to return the same result in v3 as it did in v2 - I can't have const game = new Phaser.game(options); - and the phase
  24. Hi, How can I use panda with ES6? I mean, I downloaded the code (with get an index.html, engine and game dorectories) I have tested and in main.js works fine, but I want to import panda on another javascript file to get all core using the import, just import game from 'engine/core' But i get a small object, but doesn't get a full object, for example, I don't get the complete object My structure is this . └── demo ├── _demo │ ├── assets │ │ └── Images │ │ ├── frog.jpg │ │ └── logo.png │ └── settings.json ├── app.j
  25. Hi, Someone have tried to use LegacyPbrMaterial with webpack? I copied file babylon.legacyPbrMaterial.min.js and made import in project (import "babylonjs/babylon.legacyPbrMaterial") but after that I get error Uncaught ReferenceError: __extends is not defined at babylon.legacyPbrMaterial.js:1 at BABYLON (babylon.legacyPbrMaterial.js:1) at Object.exports.byteLength (babylon.legacyPbrMaterial.js:2) at __webpack_require__ (bootstrap 3ce2b0a…:19) I have same erro if i try ti use inpsector. I am missing some config for webpack or typescript?
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