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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. Hello everyone, I'm new to Pixi.js!I faced a problem - need to get one html file at the output. I use webpack for assembly. I inline scripts, convert images to base64, but I don’t know what to do with atlas.json. Help me please
  3. Is there any compelling reason for one move from gulp to webpack? As far as I know, using plug-ins, gulp is able to do everything webpack does.
  4. Hello dear devs! My name is Paul. I'm not sure if this the right place to do this but I'm gonna give it a shot. So... here it goes! With my friend Edoardo we're creating a Game Engine using three.js for rendering and a node.js + webpack environment for development. It's an electron app, works on Windows, Mac and Linux and is fully extendable through a friendly and simple API. The idea behind this is to create a free tool that is not limited to the functionalities we can add to the editor. Anyone should be able to create editor extensions and publish them either for free or for profit. So, i
  5. 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?
  6. Hey Folks, I hope you can help. I am fairly new to Phaser 3 and am currently working on a platformer where my character can run, jump and collect collectibles. My game is modularised through WebPack everything else is plain JS along with the Phaser 3 framework. I am using Tiled where I export my levels as json files and the initial level loads perfectly with all collision tiles in place and working as expected. I've hit a road block with loading/starting new levels. I'll try and explain with my code to clarify. I've reduce the code significantly to make it easier to read. m
  7. 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
  8. here's the GitHub repo. Highlights dev server with live-reload and auto port finder simple SHOW_ALL style stretch mode Auto spritesheet with spritesmith Image optimization on build streamlined assets loading modular development setup Inside full Making your first Phaser 3 game made into modular code. All feedbacks are welcome.
  9. I created a Webpack template that sets up a Vue project with Phaser 3 integration. It's really minimal but can get people started. Feel free to hit me with suggestions. https://github.com/Sun0fABeach/vue-phaser3 Cheers
  10. Hi all, I have just released Phaser Manifest Loader for those using webpack. I've been using this code in production for a while now, it makes it super easy to load assets via a simple manifest. Check it out! https://github.com/mattcolman/phaser-manifest-loader Cheers, Matt.
  11. 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
  12. Hello, I'm just getting started with babylon.js. I've used node on the backend before, but I'm new to using it on the frontend with webpack, it's also my first time using typescript. I'm using Visual Studio Code as my IDE. I'm looking for tips for creating a development environment that will allow fast, iterative development. I'm aware that TypeScript involves transpiling, so perhaps it's not quite a "hot reload", but "pretty quick reload" would be great. In addition, I sometimes work offline, so everything needs to be able to run locally. At the moment I just have a super simple sce
  13. 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/
  14. 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
  15. Hi, I'm trying to use bitmap text with my webpack set up. Webpack changes the filenames of my assets which causes problems with pixi. When you load an xml file through pixi it tries to then parse bitmap text assuming that the png has the same name as the xml. In my case this is not true, so I'd like to parse the bitmap text myself (which pixi allows). But then how do I load the xml file? Again, if I use pixi it will try to do this automatically and fail (with errors). I also don't quite understand how ppl are using this automatic system that relies on the names of the xml and p
  16. Hi guys, I was looking for a Phaser boilerplate, simple, clean to get me started but what I've found on the web was outdated, too complex or didn't do the right thing (at least for me) so I've decided to create my own. The Phaser boilerplate that I've put together comes with: - the latest version of Phaser CE 2.9.4 - TypeScript - Howler.js 2.0.7 (an awesome audio library) - can be removed if one does not need it - Webpack 3.10.0 - ... and few things to get a game up and running in no time Some of the awesome features: There is a integrated TypeScr
  17. Hi everyone, I've been working on a pixi.js - typescript boilerplate using webpack that I would like to share just in case someone finds it of any use. It comes with a helper class to manage some "trivial" tasks such as resizing, stage alignment, toggling full-screen and some utilities like fps-meter and a container to display some visual info. It's a bit heavy on dependencies though. https://github.com/dacaher/pixijs-ts-boilerplate Any suggestion, bug report or improvement submitted would be very much appreciated. Thanks!
  18. 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!
  19. I'm making a game using Phaser, P2 physics and webpack. When it comes to P2 I can not use custom physic shapes because they won't collide with world bounds. I'm using Phaser webpack example template (https://github.com/photonstorm/phaser-ce/tree/master/resources/Project Templates/Webpack) and an example from the website (https://phaser.io/examples/v2/p2-physics/pick-up-object). The point is that when using custom colision shapes, entities won't collide. But they do if I use the default squared shapes or the circle ones that Phaser provide. The game code is simple and you can check
  20. Hi, I've recently started making my new (first) game. I decided to go with ThreeJS and A-frame as framework/engine but these aren't very well prepared for game development (lack features I need) so I've switched to BabylonJS. But with my UI being created in Vue (worked well with A-frame HTML elements) there isn't any advice in Google. I've tried integrating it with my Vue component but in a console it says : I thought it is because of Canvas isn't the correct element by when I tried to log it, it prints it is. I don't know if this integration is even possible. As I said I'm new to
  21. I've got an issue with phaser and Typescript where my classes that extend Phaser classes aren't recognizing the Phaser class fields. I posted a pretty detailed stackoverflow question about it, but was wondering if anyone on here might have a suggestion. Feel free to reply here or there. Here's the details: https://stackoverflow.com/questions/45091893/cannot-access-base-class-properties-in-typescript/45100163#45100163
  22. 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?
  23. I am struggling with a similar problem like in this thread, but the solution provided here seems not so ideal... I have many modules in my game, and if I use Babylon.js in any of those, I import it using: import Babylon from 'babylonjs' So there isn't any good way to include Canvas2D similarly? I understand it is somehow baked to Babylon.js, but how do I use it? I'm downloading all the dependencies from the npm, including Babylon.js. Then I bundle everything using Webpack. Ideally, I would like to use Canvas2D (for example) like this: import Babylon from 'babylonjs' import
  24. 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
  25. I first started by writing a Phaser boilerplate using ES6 and Webpack. However, the thing missing was simple asset loading through Webpack, so I wrote a new plugin to facilitate that along with some more advanced features like compressed textures and retina graphics. Just define your asset manifest file, add the plugin and you are done. Github/Docs | NPM Load all game assets in parallel. Load images, spritesheets, atlases, audio, bitmap fonts and web fonts. Integrated with Webpack for automatic cache-busting. Supports all filetypes. Supports asset postfix for
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