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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 called UnderLineText. It doesn't work properly as it shows underline but not the text itself. It does count the width of the text, thus displaying the line underneath but I don't know how to make the text visible. Any ideas what I did wrong? P.S. I'm using PIXI js and I'm a newbie. class UnderlineText extends PIXI.Graphics { constructor(text, points, textFontSize, textColor) { super(); let t = this.textFontSize = textFontSize || 12; let s = this.lineWidth = 1; let c = this.textColor = textColor || "0xFFFFFF"; let ut = this.text = text || "Ողջույն"; let textStyle = { fontFamily: 'Arian AMU', fill: c, fontSize: t } let newText = new PIXI.Text(ut, textStyle); this.points = points; points[0] = newText.position.x; points[1]= newText.position.y; this.lineStyle(s, c); this.moveTo(points[0], points[1] + 13); this.lineTo(points[0] + newText.width, points[1] + 13); } } export { UnderlineText };
  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 a few seconds and a couple commands to get going (after having node.js installed)! It's platform agnostic (I've tested on OSX, Ubuntu running on a Chromebook, and Windows 10 in a VM running on OSX and had zero difference in behaviour). Hopefully someone here will find it useful, or at least take a look and let me know how to improve it (I plan on using this template and it's evolutions for all my future Phaser projects)!
  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 load has a global in the browser using the script tag (window.BABYLON) BABYLON needs to include Canvas2D BABYLON needs to remain external of the bundle so the custom library is light and in theory could load any version of BABYLON Solution to protect loading in node.js: Build a custom bundle on Babylon website with Canvas2D ONLY, un-minified, and WITHOUT OIMO OR HANDJS. I did not test all possibilities but since the bundle is a concatenation suppose to be web compatible only, the exports will break in webpack or node in general. But using only this custom version will produce bugs in node due to access to undefined window. Then I had to bundle this custom build using webpack, you can see the configuration of webpack and the builder.js here : https://github.com/albertbuchard/experiment-babylon-js.git The important thing here is how the builder checks for window being defined and the webpack config exporting your named library with UMD. Publish this bundle to NPM (in the github look at the package.json it has three scripts to produce a unminified version, a minified version, and publish the repo on npm) Those two steps will allow to load Babylon using any kind of import method, and do not produce errors in node (but returns an empty object, of course any call to BABYLON function will fail) Solution to keep Babylon as a dependency in your custom library: In your library npm install the-custom-babylon-we-just-built Import BABYLON in your scripts any way you want using this custom repo ( es6 import syntax will work <3 ) i.e import BABYLON from 'the-custom-babylon-we-just-built' Then take a look at the webpack config and builder.js of this repo to understand how to manage EXTERNALS: https://github.com/albertbuchard/Experiment.js The key element here is how you write your external array: externals: { ... lodash: { commonjs: 'lodash', commonjs2: 'lodash', amd: 'lodash', root: '_', }, ... 'experiment-babylon-js': { commonjs: 'experiment-babylon-js', commonjs2: 'experiment-babylon-js', amd: 'experiment-babylon-js', root: 'BABYLON', }, ... 'experiment-babylon-js/lib/babylon.custom.js': { commonjs: 'experiment-babylon-js/lib/babylon.custom.js', commonjs2: 'experiment-babylon-js/lib/babylon.custom.js', amd: 'experiment-babylon-js/lib/babylon.custom.js', root: 'BABYLON', }, }, All but the root (Global environment reference) must be the NAME OF OUR MODULE as you would import it using require('NAME OF YOUR MODULE') so usually the name of your npm folder like the first two exaple, OR the direct path to the file you want to load like the third example. It has to be the same as the import names you are using in your library. So if you import babylon like so : // in your library const BABYLON = require('./path/to/babylon.js') // in your webpack config externals: { ... './path/to/babylon.js': { commonjs: './path/to/babylon.js', commonjs2: './path/to/babylon.js', amd: './path/to/babylon.js', root: 'BABYLON' } ... } Hope it will help some of you ! @Nikos123
  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'); } function create() { player=P.draw(game,100,100) opponent=P.draw(game,200,200) } function update() { player.fall() opponent.fall() } function render() { } but when i would use "this", the opponent don't fall. why ? https://jsfiddle.net/espace3d/rjybz54d/ var P= P || {} P.draw = function(game,posx,posy){ this.character=game.add.sprite(posx,posy,'circle') this.fall=function(){ this.character.y+=1 } return this } 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'); } function create() { player=P.draw(game,100,100) opponent=P.draw(game,200,200) } function update() { player.fall() //don't work opponent.fall() } function render() { }
  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 something like RequireJS to import my classes inside this specific module ? In fact, I'm just not really sure what modules really do and I'm afraid it's something I won't learn while programming if I don't ask. A short explanation or a link to one would be nice. Thanks in advance and sorry for my english !
  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 when) the ecmascript 6 draft that proposes modules like python's will come to really become standard and come the masses. And WHEN it come, will everyone use updated browsers ??? And, when it comes, people will already be familiar with what they are already familiar, like AMD (requirejs style modules) and browserify (commonjs style modules) That being said, I would like to know your experiences and opinions about how (and why) you divide your code base into several files. It seems most use browserify and others use requirejs. But there are still others that just define and use globals into several files and put several script tags in the html. I made an attempt to create what seemed to me the simplest way to emulate a include/import/using/require in javascript, using xmlhttprequest+eval to "include" synchronously one js file into another: https://github.com/Gnumaru/executejs I think the current ecmascript 6 draft propposal for modules is probably the best. But old javascript files meant to just be included in html with a script tag will probably need to be patched to work with the modules system. My solution is just a way to use the "old way" of adding several script tags, without really adding several script tags. I would like to know, then, what you're using to manage large codebases. Are you bundling every js file into one? with what? browserify? requirejs' bundling tool? linux's cat command? If you're not building your code base into one single file, how are you calling one file from anoter? several script tags? AMD (with requirejs or others)? something with commonjs sintax? And at last, independent of bundling your code into one file or not, how the functionality of each file is exposed to other files? by exporting amd style modules? exporting commonjs style modules? defining globals? defining namespaces? The creator of UglifyJS has given some thoughts on this matter wich is really worth reading. http://lisperator.net/blog/thoughts-on-commonjs-requirejs/ He says, for example, that for many years and still today, C programmers are used to define globals using unique names and are happy with it =) (those are not his words, those are my interpretation of his whole blog post) Your experiences and opinions would be really important to me and probably to several other people that may read this thread. Thanks.
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