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Found 8 results

  1. import { UnderlineText } from './underlineText.js'; let Application = PIXI.Application, loader = PIXI.Loader.shared, resources = PIXI.loader.resources, Sprite = PIXI.Sprite, text = PIXI.Text; let app = new Application({ width: window.innerWidth, height: window.innerHeight, antialias: true, transparent: false, resolution: 1, autoDensity: true }); document.body.appendChild(app.view); let underLine = new UnderlineText(null, [100, 385], null, null); app.stage.addChild(underLine); //app.loader.onError.add((error) => console.error(error)); Above is my index.js file. I have the module cal
  2. I just released Phaser NPM Webpack TypeScript Starter Project (catchy name, isn't it?) GitHub link or my github.io link as a base starting point for creating games with Phaser using TypeScript taking advantage of the Phaser npm module and Webpack for building (which I couldn't find a template for, so I made one). It includes the typical 3 states (boot, preloader, title) to show the flow of a Phaser game. It also includes a watch task that watches the project for any changes and recompiles, and another task to run a live server that refreshes automatically after a build. It only takes
  3. Hi, Since the problem took me over a week to figure out, here is my solution to bundle your project using web-pack keeping Babylon as a dependency. NB: I am not certain what are the NECESSARY steps (ie what I could simplify) but those are SUFFICIENT steps. My constraints were : The final bundle can be imported both in the browser and in node using any kind of import method : require(), import/export, or <script src=...> tags It has to protect against errors in node due to access to window or document that will be undefined BABYLON has to l
  4. Hi guys may I ask a quick question? I'm working with Phaser and I'm using the module pattern, creating a module that has a prototype of Object.create(Phaser.Sprite.prototype) and creating an instance of that in the main module. The problem is the sprite seems to be created in the main module in the create function but the image of the sprite is not loading and i cant find the problem or set the image. Thanks so much!!
  5. hi, i want to work with external module and i would use the correct usage of "this". this snippet works : https://jsfiddle.net/espace3d/hmv7kzqu/ var P= P || {} P.draw = function(game,posx,posy){ var e={} e.character=game.add.sprite(posx,posy,'circle') e.fall=function(){ e.character.y+=1 } return e } P= P || {} var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload,create: create, update: update, render: render }); var player var opponent function preload() { game.load.image('circle', 'https://s13.postimg.org/xjhlzmiev/disc_png.png'
  6. Hello First of, I simply love the design and the logo (a panda, who doesn't love pandas ?) of the engine, good work ! But, (as a new PandaJS developer anyway) there is something that bothers me. How are "modules" intended to be used ? In the examples there are 2 custom modules - objects and assets. But since I would prefer having 1 class per file, should I make 1 module per class ? Like having a "game.objects" whos only job is to extend something like "game.objects.character", "game.objects.projectile", and so on. Or should I just stick to only one module (ex. "game.objects") and use somethi
  7. Hi ! I've started "normal" web developpement two months ago, and it was painful. I'm coming from C# developpemement and Javascript is chinese to me. So, I look to Typescript and Dart (and Coffescript, but I think it's worse). I want to use Pixi.js or EaselJs But as far as I can see, it's not so easy to import Javascript librairies in Dart. Is someone tried these language and can tell me how it worked ?
  8. 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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