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Found 244 results

  1. EDITED: This problem is solved. The solution is in this message. Hello, Require.js does not understand '.' (dot) in the module name: "pixi.js". Here in the RequireConfig.ts file: RequireConfig.ts requirejs.config({ baseUrl: "js", paths: { "pixi.js": "https://cdnjs.cloudflare.com/ajax/libs/pixi.js/5.0.4/pixi.min" } }); requirejs(["Program"], () => { }); I changed "pixi.js" to "pixijs" in this file: "node_modules\pixi.js\pixi.js.d.ts" here: declare module "pixijs" { export = PIXI; } But now PIXI is undefined in my example: import * as PIXI from "pixijs"; export class Game { public constructor() { const app = new PIXI.Application(); console.log(app); } }
  2. I am re-writing this one... thought it was solved but it is not. There is an typescript mismatch between the Phaser3 ts definitions and a body of Phaser.Physics.Arcade.Body. >body< is only defined as an object. So I get typescript errors for using: onFloor(); onCeiling(); setVelocity; etc. etc. for every method which should be available. This can be found in the docs: 1. I enable physics for the sprite 2. run this in a JS file to disable ts. (tested, working, with all methods) 3. run it in ts, I get an error: That <any body method> is not available in type "object". It's not that certain line, but somewere the track of the physics body definition is broken on typescript. (updated docs, ts, phaser to newest version) /** * If this Game Object is enabled for physics then this property will contain a reference to a Physics Body. */ body: object; I don't know how to address this "bug", since it should be fixed in the live code which is automatically generated by the phaser docs repo. And I am not experienced enough in the build process of the docs. maybe someone can look after this and tell me how to. regards
  3. Hey everyone! I've been a lurker for a while, but joined up to shamelessly plug my new library I built for my own PIXI projects. Hopefully someone else will find it useful too. I wanted an unopinionated way to make isometric tilemaps from sprites of different sizes/depths, one that would play nice with PIXI đź’ť and allow me to be super flexible at runtime without much overhead. Let me know if you have any feedback or find it useful at all! https://github.com/sammccord/iceoh Example page
  4. Here's a free book for those interested in or looking to start using TypeScript to make Phaser 3 games. It goes through 11 chapters and about 90 pages to make an Infinite Runner game like Jetpack Joyride. It is intended for those slightly more advanced than beginner. I also wrote the free Infinite Jumper in Phaser 3 with Modern JavaScript book that is geared towards beginners! TypeScript tends to help add more safety and clarity to your code by default so that you can make bigger and more complex games. We cover things including enums, basic state machine, infinite scrolling, object pools, and more! Learn more and get the book here: https://ourcade.co/books/infinite-runner-phaser3
  5. The best way to learn is to practice as much as possible. Share your examples here. What browsers WebGL is supported, you can see here: WebGL 1.0: https://caniuse.com/#feat=webgl WebGL 2.0: https://caniuse.com/#feat=webgl2 A brief description of what WebGL is, and references to the specifications: https://www.khronos.org/webgl/ Tutorials: WebGL 1.0 Fundamentals WebGL 2.0 Fundamentals This book is about WebGL 1.0: WebGL Programming Guide Source Code for the book: examples.zip Source Code for the book on JSFiddle: Chapter 02. Your First Step with WebGL ch02/HelloCanvas: https://jsfiddle.net/8Observer8/2gky294r/ ch02/HelloPoint1: https://jsfiddle.net/8Observer8/cc72u1u5/ ch02/HelloPoint2: https://jsfiddle.net/8Observer8/uxw657ud/ ch02/ClickedPoints: https://jsfiddle.net/8Observer8/xf4fnc0o/ ch02/ColoredPoints: https://jsfiddle.net/8Observer8/gkkmnpga/ Chapter 03. Drawing and Transforming Triangles ch03/MultiPoint: https://jsfiddle.net/8Observer8/cty1120m/ ch03/HelloTriangle: https://jsfiddle.net/8Observer8/wk4sksnw/ ch03/HelloQuad: https://jsfiddle.net/8Observer8/g4ctyk7w/ ch03/HelloQuad_FAN: https://jsfiddle.net/8Observer8/v119e8o6/ ch03/HelloTriangle_LINES: https://jsfiddle.net/8Observer8/wwrkaxcf/ ch03/HelloTriangle_LINE_STRIP: https://jsfiddle.net/8Observer8/3ggjz4rm/ ch03/HelloTriangle_LINE_LOOP: https://jsfiddle.net/8Observer8/7vcyquro/ ch03/TranslatedTriangle: https://jsfiddle.net/8Observer8/0dp4xvyt/ ch03/RotatedTriangle: https://jsfiddle.net/8Observer8/gh9s6szm/ ch03/RotatedTriangle_Matrix: https://jsfiddle.net/8Observer8/7ze7pgpu/ ch03/ScaledTriangle_Matrix: https://jsfiddle.net/8Observer8/6xzoe63s/ Chapter 04. More Transformations and Basic Animation ch04/RotatedTriangle_Matrix4: https://jsfiddle.net/8Observer8/t4y7783v/ ch04/RotatedTranslatedTriangle: https://jsfiddle.net/8Observer8/b5yfxojp/ ch04/TranslatedRotatedTriangle: https://jsfiddle.net/8Observer8/o8voebc9/ ch04/RotatingTriangle: https://jsfiddle.net/8Observer8/x9j5vdk7/ ch04/RotatingTranslatedTriangle: https://jsfiddle.net/8Observer8/rkrv0322/ ch04/RotatingTriangle_withButtons: https://jsfiddle.net/8Observer8/wzoLmdzd/ Chapter 05. Using Colors and Texture Images ch05/MultiAttributeSize: https://jsfiddle.net/8Observer8/dsfgezbj/ ch05/MultiAttributeSize_Interleaved: https://jsfiddle.net/8Observer8/bshwnden/ ch05/MultiAttributeColor: https://jsfiddle.net/8Observer8/bveykLdf/ ch05/ColoredTriangle: https://jsfiddle.net/8Observer8/mrkpms7d/ ch05/HelloTriangle_FragCoord: https://jsfiddle.net/8Observer8/ft33yo9s/ ch05/TexturedQuad: https://jsfiddle.net/8Observer8/o3vakb3h/ ch05/TexturedQuad_Repeat: https://jsfiddle.net/8Observer8/2s7q68cc/ ch05/TexturedQuad_Clamp_Mirror: https://jsfiddle.net/8Observer8/mqu0wwma/ ch05/MultiTexture: https://jsfiddle.net/8Observer8/ztew5u0p/ Chapter 07. Toward the 3D World ch07/LookAtTriangles: https://jsfiddle.net/8Observer8/6ab11xpg/ ch07/LookAtRotatedTriangles: https://jsfiddle.net/8Observer8/944dd57h/ ch07/LookAtRotatedTriangles_modelViewMatrix: https://jsfiddle.net/8Observer8/e5t6gj1w/ ch07/LookAtTrianglesWithKeys: https://jsfiddle.net/8Observer8/38ewegg2/ ch07/OrthoView: https://jsfiddle.net/8Observer8/zebt4u7t/ ch07/LookAtTrianglesWithKey_ViewVolume: https://jsfiddle.net/8Observer8/vLcejtm1/ ch07/OrthoView_halfSize: https://jsfiddle.net/8Observer8/uvcd9h4p/ ch07/OrthoView_halfWidth: https://jsfiddle.net/8Observer8/vepodfb8/ ch07/PerspectiveView: https://jsfiddle.net/8Observer8/640pv8qe/ ch07/PerspectiveView_mvp: https://jsfiddle.net/8Observer8/w8yh4Lmj/ ch07/PerspectiveView_mvpMatrix: https://jsfiddle.net/8Observer8/hhwnx145/ ch07/DepthBuffer: https://jsfiddle.net/8Observer8/hyumw026/ ch07/Zfighting: https://jsfiddle.net/8Observer8/foc0b45t/ ch07/HelloCube: https://jsfiddle.net/8Observer8/rkpn5tyw/ ch07/ColoredCube: https://jsfiddle.net/8Observer8/80x8cyom/ ch07/ColoredCube_singleColor: https://jsfiddle.net/8Observer8/pespackq/ Chapter 08. Lighting Objects ch08/LightedCube: https://jsfiddle.net/8Observer8/4jchxo84/ ch08/LightedCube_animation: https://jsfiddle.net/8Observer8/ekw3osj7/ ch08/LightedCube_ambient: https://jsfiddle.net/8Observer8/y6qwnfe1/ ch08/LightedTranslatedRotatedCube: https://jsfiddle.net/8Observer8/pa88ujjg/ ch08/PointLightedCube: https://jsfiddle.net/8Observer8/vuq118ue/ ch08/PointLightedCube_animation: https://jsfiddle.net/8Observer8/5bj39hb8/ ch08/PointLightedSphere: https://jsfiddle.net/8Observer8/edz9Lz8f/ ch08/PointLightedSphere_perFragment: https://jsfiddle.net/8Observer8/qzwyow4j/ ch08/PointLightedCube_perFragment: https://jsfiddle.net/8Observer8/8t1umamf/ ch08/LightedCube_perFragment: https://jsfiddle.net/8Observer8/471y2t84/ Chapter 09. Hierarchical Objects ch09/JointModel: https://jsfiddle.net/8Observer8/vqse5egz/ ch09/MultiJointModel: https://jsfiddle.net/8Observer8/sL53wkn3/ ch09/MultiJointModel_segment: https://jsfiddle.net/8Observer8/ygvk7odv/ Chapter 10. Advanced Techniques ch10/RotateObject: https://jsfiddle.net/8Observer8/1f5hLmff/ ch10/PickObject: https://jsfiddle.net/8Observer8/owue624n/ ch10/PickFace: https://jsfiddle.net/8Observer8/edvw6z90/ ch10/HUD: https://jsfiddle.net/8Observer8/fLxxxs35/ ch10/3DoverWeb: https://jsfiddle.net/8Observer8/tbowcc16/ ch10/Fog: https://jsfiddle.net/8Observer8/6yf9L399/ ch10/Fog_w: https://jsfiddle.net/8Observer8/8aLvthc3/ ch10/RoundedPoints: https://jsfiddle.net/8Observer8/sjs5kmn4/ ch10/LookAtBlendedTriangles: https://jsfiddle.net/8Observer8/apoz294n/ ch10/BlendedCube: https://jsfiddle.net/8Observer8/xsrL2fs5/ ch10/ProgramObject: https://jsfiddle.net/8Observer8/jnd0j6w0/ ch10/FramebufferObject: https://jsfiddle.net/8Observer8/vaLq6d66/ ch10/Shadow: https://jsfiddle.net/8Observer8/jsnfwcae/ ch10/Shadow_highp: https://jsfiddle.net/8Observer8/brjzr00n/ ch10/Shadow_highp_sphere: https://jsfiddle.net/8Observer8/4fmyLy5f/ ch10/OBJViewer: https://jsfiddle.net/8Observer8/pws1x7uv/ ch10/RotatingTriangle_contextLost: https://jsfiddle.net/8Observer8/vs01s8Lz/ Gifts gifts/Particle: https://jsfiddle.net/8Observer8/Ltzt31vk/ gifts/Printf: https://jsfiddle.net/8Observer8/qsw7jtec/ gifts/SpecularCube: https://jsfiddle.net/8Observer8/z4xj9rbv/ gifts/TextTexture: https://jsfiddle.net/8Observer8/qt7q2kuf/ gifts/ThreeDUI: https://jsfiddle.net/8Observer8/zdw1f2st/ gifts/Wave: https://jsfiddle.net/8Observer8/eL9odthz/ gifts/WorldCoordinateSystem: https://jsfiddle.net/8Observer8/6utj3hnk/ appendix/CoordinateSystem: https://jsfiddle.net/8Observer8/dzz056jt/ Appendix appendix/CoordinateSystem_viewVolume: https://jsfiddle.net/8Observer8/apxLww1q/ appendix/LoadShaderFromFiles: https://jsfiddle.net/8Observer8/wdn9ubhj/
  6. After a couple of days working with Pixi.js, I've built up a simple boiler plate for the TypeScript language I'm glad to share: https://github.com/yahiko00/PixiProject The game loop with a FPS meter is already implemented. This boiler plate supports source maps, incremental builds, unit tests and browser auto-refresh. Maybe this could be helpful. Feel free to comment. There is certainly a room for improvement. Cheers!
  7. What physics engines are available for Javascript and/or Typescript? I've searched myself but maybe there's one or two I missed. I also found a post in these forums but that's over two years old now; It's a little disappointing to see that some of them aren't actively developed and lacking a lot of features. I put together a test to compare the different engines I tried - I've attached the files if anyone wants to try it out. Here are the engines I've tried: PhysicsJs http://wellcaffeinated.net/PhysicsJS/ - Incomplete: lacking simple features like constraints - Seems like it was last updated 2 years ago - Possibly the worst performance - Strange API (in my opinion) and difficult to use - Built in mouse interaction behaves strangely MatterJs http://brm.io/matter-js/ - Also incomplete and lacking constraints - Has a built in mouse constraint but it acts strangely - Updated recently - Simple and easy to use - Doesn't handle stress test well p2.js http://schteppe.github.io/p2.js/ - Complete - Updated within the last few months - Doesn't handle stress test well - Easy to use - Good documentation Box2DWeb https://github.com/hecht-software/box2dweb - Complete - everything you would expect from Box2D - Last updated one or two years ago - Semi-poor documentation - you have use the box2d flash documentation which is fairly thorough but slightly outdated - Much faster and a lot more accurate than the above three libraries. Nape http://napephys.com/ - Complete - lots of features - but isn't very active - Has a great marching squares utility which can convert bitmaps into polygons - Good site and documentation - Easy to use but the pooling get/dispose stuff can be a bit confusing - Similar (or maybe even slight better) performance to Box2DWeb and possibly more accurate - Large - minified it's still 1.7MB The one problem with Nape though is that it isn't really meant for Javascript and I had a lot of trouble getting it set up in Typescript. There were some project to convert it to js and generate definition files but I had to modify them a lot to get something complete that worked for me. I also had to manually convert the debug draw classes from as3 to js and Easeljs. Luckily that only needs to be done once - after that I didn't have any problems using it though. I also tried PhysicsType2D (http://physicstype2d.com/) but couldn't get it to work. Overall I was a bit disappointed; In terms of performance, the 'native' js libraries fell short by a lot compared to the two ported ones, and on top of that they lacked a lot of important features. Even the ported ones didn't perform as well as their Flash/As3 versions - the Nape stress test (you can find it here) which I copied, runs significantly better in flash. PhysicsLib.zip UPDATE: You can find the updated github repo here: https://github.com/cmann1/Javascript-Physics-Library-Tests/
  8. I rewrote the Pong game to WebGL 1.0 and TypeScript from the tutorial: https://noobtuts.com/cpp/2d-pong-game I use a free hosting and sometimes my Node.js/Express server sleeps. Wait 10 second to wake up the server. Run the release version in the browser: http://ivan8observer8.herokuapp.com/webgl10-ts/pong2d-from-noobtuts/ Download the source code: https://github.com/8Observer8/pong2d-from-noobtuts_webgl10-typescript I will find the instruction in README.md file how to build to the Release and Debug versions.
  9. Hi all I have small problem. I have an spritesheet and background music, when i click on my sprite the music should be muted and I want to achieve this by watching variable named musicMuted. So when variable is false then music should play, else not. The problem is that when I change the variable in create function it is not updating i update function (always return false) Codepen below: https://codepen.io/mejs/pen/mdyeGjo
  10. Hello, I can teach you using Skype. If you share your screen I can tell you what you need to install and press. I can show you how to: set breakpoints in VSCode in the project with a few files. We will use AMD and RequireJS bundle your source files to use them in Browser. We will use Browserify and UglifyJS compile Node.js server TypeScript scripts connect your server with client that is written in pure WebGL, Phaser, Pixi.js, Three.js or Babylon.js write Jasmine Specs (Unit Tests) for client and server set breakpoints in Jasmine Specs deploy you TypeScript server and client on Heroku connect your project with GitHub to automation deploying after push More about unit tests. I use TypeScript. I will give you my boilerplate for Jasmine and I will show you how to set up it. I will instruct you: How to set breakpoints in TS code in VSCode How to write Mock objects for dependencies that was injected How to build your unit tests in production (in bundle.min.js) I use AMD-build and RequireJS to debug mode (to set breakpoint in VSCode) and I use CommonJS-build and Browserify/UglifyJS to build unit tests to production My time rate is $10 per hour.
  11. I decided to write simple multiplayer games for my portfolio. Maybe my code will be useful for someone. I will write detailed commits on GitHub. Everyone can use my code for free. The Game will be here: https://tic-tac-toe-socketio-ts.herokuapp.com/ Source Code: https://github.com/8Observer8/tic-tac-toe-socketio-ts I use: TypeScript VSCode Free Heroku hosting that are connected with GitHub. My game deployed automatically when I push on GitHub AMD and RequireJS for debug version CommonJS, Browserify, UglifyJS for release version Now my game just shows one "O" object. I will write here about of process of development. You can ask me about my code. Please, report me if you find some errors. Maybe I will take a feedback from how to improve my code. Date: Sat Jun 29 23:35:23 2019 +0400 The server sends JSON message 'Hello from server'. Client display this message on the page.
  12. 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
  13. Hi, i want to pass value from the HTML element to the type script variable , but when i write this.ShowMs(show), it show error of "Property 'ShowMs' does not exist on type 'HTMLElement'. Anyone know what i missing? Below is the code. ping():void{ var intStartTime; intStartTime = +new Date(); var objIMG = new Image(); var show; objIMG.src = this.url + "/" + intStartTime ; objIMG.onload = objIMG.onerror = function() { var delay = Number(new Date()) - Number(intStartTime); show = (delay<1)?("<1"):(" = "+delay); console.log( " Ping" + show + " ms"); this.ShowMs(show); } } ShowMs(passData:any):void{ if(passData < 100){ this.txt.color = "#3FFF00"; this.txt.text = passData; }else if(passData < 300){ this.txt.color = "#C5FF0D"; this.txt.text = passData; }else if(passData > 300){ this.txt.color = "#FF0000"; this.txt.text = passData; }else{ this.txt.color = "#FF0000"; this.txt.text = passData; } }
  14. I made very simple example (just rewrite Getting Started Example) in TypeScript and Three.js without Angular. This example shows: How to compile TS files to AMD modules and load them with Require.js How to place your examples in Playground (https://plnkr.co/edit/) And how to use OrbitControl with TS on Playground (It does not work now but I will solve it soon) Check: https://plnkr.co/edit/yICv96E7lTK8xu7DohJB?p=preview OrbitControl with TS works locally: https://github.com/8Observer8/usage-orbitcontrols-in-typescript-on-playground But it does not want to work on Playground. P.S. I will be very glad if someone help me and explain me why OrbitControl works locally but does not work on Playground.
  15. Try my christmas event game. http://game.nostia.com very short, one button game. Press spacebar or mouse/touch to Jump. jump higher when holding button. Goal is this gift bag. You can see ending CG when you get gift bag Thank you for playing.
  16. Hello, I am trying to run official Getting Started Example on Playground https://plnkr.co/edit/ with OrbitControls. The first problem was that official OrbitControls is not friendly with TypeScript and I took: https://github.com/nicolaspanel/three-orbitcontrols-ts But this module does not use AMD by default and I recompiled it to AMD for usage with RequireJS library because I have a few files: Program.ts and Scene.ts and I can run my example on Playground only with AMD compilation. Recompilation requires going in node_modules folder for recompiling module - it is not a common way. I created libs folder in my project and copied content of dist to libs/three-orbitcontrols-ts/ it works localy: https://github.com/8Observer8/usage-orbitcontrols-in-typescript-on-playground I put all files in one directory for usage in Plunker and it works localy: https://github.com/8Observer8/usage-orbitcontrols-in-typescript-on-playground-one-directory But when I upload the files on Plunker it does not work: https://plnkr.co/edit/yICv96E7lTK8xu7DohJB?p=preview You will see the error in a console: Please, help me to solve this problem.
  17. I am still getting errors like: Severity Code Description Project File Line Suppression State Error Build:Expected 0-1 arguments, but got 5. Canada C:\MRM\Canada\Canada\app.ts . I am receiving 10 Errors when trying to build this in VS2015. It is behaving like it is missing a project reference as it doesn't recognize game.load,image and game.add.sprite as well as the number of arguments in Phaser.Game. This behavior is normally tied to missing a .dll or a using in C#. In the initial instructions it says if you are still having errors to add the suggested file to the top of the app.ts file: /// <reference path="phaser.d.ts"/> which I did. I can see in doing research using /// <reference path="phaser.d.ts"/> as a way to add reference is supposed to work. I have downloaded the latest version of phaser.d.ts from Git and still have the issue. Any help would be very much appreciated as I am trying to get started with Phaser3 app.ts
  18. I am setting up the typescript version in VS and noticed when I downloaded version 3.15.1 there was no typesript folder or file "As of Phaser 2 the TypeScript definitions are found in a folder called typescript in the root of the repository. You need to select the phaser.d.ts file from there. If you have an earlier version of Phaser the defs file can be found in the build folder." Does anyone have any ideas on where I can find this file? It also does not exist on GitHub as far as I could see.
  19. i just uploaded an example of my game written in typescript. maybe its useful to somebody: https://github.com/olwe0002/phaser_typescript
  20. Hi , I prepared an yeoman generator for phaser 3. It is supporting typescript , bower and webpack by default. npm install -g yo npm install -g generator-phaser-3-ts-boilerplate Also it is available via http://yeoman.io/generators/ type to search bar phaser-3-ts-boilerplate. Best Regards
  21. I searched the babylon.d.ts and cannot find keyword AdvancedDynamicTexture or GUI. Does any one know how to create AdvancedDynamicTexture using TypeScript? Or where is the correct place to get the latest definition file for babylon.js? https://raw.githubusercontent.com/BabylonJS/Babylon.js/master/dist/preview release/babylon.d.ts Solution: https://raw.githubusercontent.com/BabylonJS/Babylon.js/master/dist/preview release/gui/babylon.gui.d.ts
  22. SOFTGAMES is looking for an experienced Game Developer - JavaScript / HTML5 who is goal-orientated and a strong team player. Join a team of super experienced people to build great games for Messengers that will entertain tens of millions of people around the world every month. You design, architect, test and implement game features into our live games. Further you'll work on upcoming Messenger Games from the scratch until global release and during post-launch. You will collaborate with producers, game artists and with other HTML5 Game Developers to share learning and best practices. You are passionate, ship robust and high-performance code, and act as a fount of knowledge when it comes to game development. As part of a small, high experienced and dynamic team you will enjoy a creative, challenging and collaborative environment. Your role… Develop HTML5 games for Facebook Messenger to expand our portfolio, with Pixi.js Maintain and optimize game features Write robust code to be used by millions of users Work on schedule, set clear goals Independently create complete solutions from scratch Share knowledge and help colleagues Your profile… Great passion for game programming 3+ years of professional software engineering experience Deep knowledge of: Pixi.js JavaScript / HTML5 As a plus: Phaser, TypeScript, Webpack, Reactjs, Node.js Shipped at least 2 mobile/social title, preferably on multiple platforms Ability to quickly get up to speed with existing code Deliver high-quality and well-structured code Open-minded and keen to learn Check out Cookie Crush on Facebook Messenger. Can you build this game? We offer… A spirited, inspiring, international and enthusiastic team The best and brightest company in producing and distributing Messenger Games The chance to craft games for millions of monthly gamers Valuable insights into global expansion, start-up scene and entrepreneurship Flexible working-hours and flat company hierarchy Inspiring company breakfasts, epic team events Perks: fresh fruits, cold drinks, tee, coffee, discounted local transport ticket, health package, lunch vouchers, maternity leave etc. About SOFTGAMES… Based in Berlin, the creative capital of Europe, SOFTGAMES together with its ROFL brand is the leading developer of games for Facebook Messenger and the developer behind popular titles like Cookie Crush, Solitaire Story, Candy Rain or Fish Story. Further SOFTGAMES is operating the world’s largest platform for HTML5 games distribution and monetization outside the Messengers. We’re delivering fun to tens of millions of players every month across 6 continents on the device of their choosing. Our vision is to help users to instantly discover and engage with games they like, while helping brands to reach their target audiences. Have we caught your interest? Then we look forward to your detailed application here: https://softgames.recruitee.com/o/game-developer-javascript-html5
  23. Hello, I've recently acquired some sprites from Oryx and have attempted to load the sample Tiled file contained within. I'm able to load the assets just fine in my Preloader: loadAssets() { this.load.tilemap("oryx_tilemap", "assets/tilemaps/maps/oryx_test.json", null, Phaser.Tilemap.TILED_JSON); this.load.image("oryx_creatures", "assets/tilemaps/tiles/oryx_creatures.png"); this.load.image("oryx_items", "assets/tilemaps/tiles/oryx_items.png"); this.load.image("oryx_tiles", "assets/tilemaps/tiles/oryx_tiles.png"); this.load.image("oryx_world", "assets/tilemaps/tiles/oryx_world.png"); this.load.image("oryx_world2", "assets/tilemaps/tiles/oryx_world2.png"); } However, as soon as I attempt to "do" anything with the map, it crashes: create() { this.game.stage.backgroundColor = "#ffffff"; this.map = this.game.add.tilemap("oryx_tilemap"); // Error here this.map.addTilesetImage("oryx_world", "oryx_world"); this.map.addTilesetImage("oryx_creatures", "oryx_creatures"); this.map.addTilesetImage("oryx_items", "oryx_items"); this.map.addTilesetImage("oryx_world2", "oryx_world2"); this.layer = this.map.createLayer("background"); this.layer.resizeWorld(); } With the following error message: Uncaught TypeError: Cannot read property '2' of undefined Phaser.TilemapParser.parseTiledJSON Phaser.TilemapParser.parse Phaser.Tilemap Phaser.GameObjectFactory.tilemap InGame.create Phaser.StateManager.loadComplete Phaser.StateManager.preUpdate Phaser.Game.update Phaser.RequestAnimationFrame.updateRAF You can find the entire .json in this pastebin snippet. I'm not aware that I'm messing something up, judging from the tilemap example. What could I be doing wrong? Is the tilemap using any properties that are unsupported by Phaser?
  24. Hi, I am working now with some projects involving Pixi.js I have made a quickstart project, with the minimum tooling, in order to start developing with Pixi.js from 0. It uses Parcel and all its amazing features like Hot Module Reloading. Highlight features: - Super fast start - Hot Module Reloading - Typescript - Unit testing Here is the GitHub link: https://github.com/llorenspujol/parcel-pixijs-quickstarter Hope can help someone to start a Pixi.js project:)
  25. Hi, I'm taking a rather big bite here since I haven't really used TypeScript before, and I have very limited experience with JS and node in general. So I'm not really sure where the fault lies, but I'm pretty sure it's something stupid easy. The problem I have is this: Uncaught TypeError: Cannot read property '_environmentBRDFTexture' of undefined at Function.e.GetEnvironmentBRDFTexture (babylon.js:1) at t [as constructor] (babylon.js:1) at t [as constructor] (babylon.js:1) at new t (babylon.js:1) at t.Creation.createMaterial (Creation.ts:28) This error appears any time I try to create a new PBR material - happens with any PBR material. Specific line from where the error originates is simply this: var material: PBRMetallicRoughnessMaterial = new PBRMetallicRoughnessMaterial(name,GLOBAL.scene); StandardMaterial works just fine. I am using webpack with ts-loader to bundle the JS, as well as TypeScript Compiler, for verification only. My webpack.config.js is pretty much copy-paste from the docs: const path = require('path'); module.exports = { entry: { app: './src/game.ts' }, output: { path: path.resolve(__dirname, 'build'), filename: 'game.js' }, resolve: { extensions: ['.ts', '.tsx', '.js'] }, devtool: 'source-map', plugins: [ ], module: { rules: [{ test: /\.tsx?$/, loader: 'ts-loader', exclude: /node_modules/ }] } } And this is my tsconfig.json: { "compilerOptions": { /* Basic Options */ "target": "es5", "module": "commonjs", "noResolve": false, "noImplicitAny": false, "removeComments": true, "preserveConstEnums": true, "sourceMap": true, "experimentalDecorators": true, "isolatedModules": false, "lib": [ "dom", "es2015.promise", "es5" ], "declaration": true, "outDir": "./tscverify", "strict": true, "types": [ "babylonjs", "babylonjs-gui", "babylonjs-materials" ], } } Help?