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Showing results for tags 'testing'.
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Hi, I'm working on a web game project made with pixi.js and django. Basically Django process/sends data from backend for Pixi.JS to process and render the game on HTML Canvas. I have seen some references for testing pixiJS, however they're all working with react (mentioned in this post) and none mentions how to test with django. Additionally, I have also considered using chrome plugin to monitor pixijs, another plugin called gstatjs to monitor graphic statistics, and screenshot testing. Ultimately I would love to be able to automate testing of pixi objects on the canvas (i.e. test if the health bar decreases when shooting the wrong objects, etc). I'm rather new with this and would love to hear some advice/suggestions from anybody, thank you!
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Hi, I need some info on UI automation testing of pixijs webapp. We tried with Protractor & Katalon studio but couldn't able to detect the elements rendered by Pixijs . Any help on which automation tool works with pixijs will be helpful. Thanks, Deep
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Hi guys, So I have issues with my game in safari but I'm coding it on windows. I've tried the older versions of safari available on dodgy download sites but they're far too outdated. Is there any way I can test a safari browser on windows reliably? Looking for any options here, VM's in cloud, emulators, SDKS, anything - or if you have a mac and can spare an hour or so that would also help. I can't afford to buy a mac. Thanks, Adam.
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Hey guys, I made this game using phaser and wanted some feedback on it our pc or laptop go to https://soccerhead.herokuapp.com from your pc or laptop and connect using your smartphone. Some areas I have concerns with are :- Ball gets stuck in middle of player Audio on safari Not sure how to combat these obstacles but any feedback is appreciated thanks
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I'm using Typescript with Phaser and I'd like to get some command-line tests running. I think I should be able to do this with node/mocha, but I'm having difficulty. I've got the following files; MyClass.ts /// <reference path="node_modules/phaser/typescript/phaser.d.ts" /> export class MyClass { d: Phaser.Sprite; constructor() { this.d = new Phaser.Sprite(new Phaser.Game, 10, 10); } win() : boolean { return true; } } test.ts /// <reference path="../typings/mocha/mocha.d.ts" /> import MyModule = require('../MyClass'); describe('MyClass', () => { var subject : MyModule.MyClass; beforeEach(function () { subject = new MyModule.MyClass(); }); describe('#win', () => { it('should pass', () => { var result : boolean = subject.win(); if (result !== true) { throw new Error('Expected true but was ' + result); } }); }); }); I'm using ts-node to execute typescript in node so I execute mocha as follows; mocha --compilers ts:ts-node/register Compilation is successful, however the tests then fail at runtime because Phaser is not defined; MyClass #win 1) "before each" hook for "should pass" 0 passing (47ms) 1 failing 1) MyClass "before each" hook for "should pass": ReferenceError: Phaser is not defined at new MyClass (c:\Users\stafford\Documents\git\ts-node-test\MyClass.ts:5:22) at Context.<anonymous> (c:\Users\stafford\Documents\git\ts-node-test\test\test.ts:8:19) at callFn (C:\Users\stafford\AppData\Roaming\npm\node_modules\mocha\lib\runnable.js:286:21) at Hook.Runnable.run (C:\Users\stafford\AppData\Roaming\npm\node_modules\mocha\lib\runnable.js:279:7) at next (C:\Users\stafford\AppData\Roaming\npm\node_modules\mocha\lib\runner.js:297:10) at Immediate._onImmediate (C:\Users\stafford\AppData\Roaming\npm\node_modules\mocha\lib\runner.js:319:5) I thought I would then have to do something like this or similar; import Phaser = require('phaser'); But this then breaks compilation with the error phaser.d.ts is not a module. Has anyone had success testing in this way? What am I doing wrong? Or, perhaps if this is not possible, does anyone have another method of testing typescript objects that reference Phaser? There's a small repro here if anyone's interested.
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Hi there, I don't know where I should posting this kind of request, so I try to post it here. I just received message from my sponsor that my games is unresponsive since the title screen on the Samsung Galaxy S4 stock browser (OS 4.4.3). Does anyone here have the device to help test the game for me? The game link is: http://games.tempalabs.com/louiesdog2/ Just want to know if you are able to navigate the screen and play the games normally. If you're experience any unresponsiveness, can you tell me as much as possible what happen before that? I will really appreciate the help.
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Hi! Just want to ask, may be useful to others too. What is your minimum mobile device requirements for your HTML5 games in both iOS and Android (and Windows 8 device if you like)? If you're only using accelerators like CocoonJS, please mention it. Adding a released game example based on the requirements would be useful too. =D Mine is iPod Touch 4th gen and Galaxy S2. Thanks!
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At work we are currently looking into what test devices we should acquire to be a strong player in the HTML5 market. So what I'm wondering is what tablets and smartphones we should focus on getting first, we can always get more units later but right now we want to focus on the "must have" ones. I would love your feedback on this topic.