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Guest posted a topic in Phaser 3Hello guys, I lost my other html5gamedevs account @Nicholls but I want to share with you guys my new contribution to Phaser 3, a web component to integrate Phaser with any other Framework (Angular, React, Vue.js, etc): https://github.com/proyecto26/ion-phaser This is very useful because you don't need to manipulate the DOM directly using ids and you can use Phaser like any other component. From the GitHub repo you can find some examples, also check from Codepen too: https://codepen.io/jdnichollsc/full/oRrwKM Regards, Nicholls
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 phaser3-project-template npm package shows a global import (import 'phaser';), which causes intellisense/linting to fail. Is there a way to have Phaser imported into a const instead of the global space and have it "work" the way it used to in v2? Is it done in a different way? I know things have changed in the core, but I was hoping to keep the same tooling as before, with intellisense and linting working. Thanks, and please forgive the broken English.