Comments (17)
@boniatillo-com Sounds good - if you put out an RC, I'll definitely test it out :)
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We are testing, I think will be nice to add 100% typescript templates projects to version.
Thank you.
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Less than a month I think. If the Mac hardware arrive then maybe a week more, if possible we want to deliver the next release with the so waited Mac version.
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Do you have any interest in particular?
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We are interesting and want to try next release for Windows and typescript support.
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We hope for the date the Typescript.java project will release its 1.2.0 version, to include it in the editor.
https://github.com/angelozerr/typescript.java/wiki/New-and-Noteworthy-1.2.0
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Hi.
Can you supply beta or rc version for windows release?
or how can we compile the source for windows?
We decided to check the canvas typescript compilation feature, may be in early stage ..
thank you.
from phasereditor.
Hi, other users requested the build guide (#12 ) but yet we do not decide put some time on create builds scripts or write a detailed manual-build guide.
I think it will be more easy to send you a private snapshot of the current development, it will be great if you give us some feedback, I just need two or three days to prepare the update site and a small guide about the new features because Canvas is now splitted in State, Group and Sprite.
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While I build the update site for preview you can look inside the code generated in this game I am using to confirm the typescript code is working.
It is the WebContent folder of the project, it has a tsconfig.json
file so you can open it in Visual Studio Code and try it.
It should look like this:
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Hi @aliklev
You can download a snapshot of the current development here:
https://www.dropbox.com/s/jza6s6an5s3hyay/Phaser-Editor-1.3.1.snapshot_dev.jre.win64.zip?dl=0
Note now to create a scenes you have 3 options:
1- Create a sprite
2- Create a group
3- Create a state
In the creation dialog select as language typescript.
Look now in the Assets view you will see all the scenes, so you can drag/drop sprites and groups inside the scenes.
Please remember this is on active development, if you find an issue comment it here, don't create a new issue.
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Thank you very much, we will test it soon.
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The option Add Prefab to State like "Add Sprite" would be very helpful and not only "copy paste" from another state.
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To add a prefab to the state you drag it from the Assets view and drop it to the scene. No need to copy/paste.
To add it via the Add Sprite dialog is good option too, we are going to include it.
By the way, is the TypeScript generation working well?
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Yes, we are going to introduce a new project wizard, to customize the initial project content. So we keep the old project wizard as a New Phaser Project From Example and the new wizard as New Phaser Project. In the new wizard you will be able to customize certain parameters and one of them is the language, JavaScript or TypeScript. In a future we can also give some TypeScript examples project too.
from phasereditor.
Hopefully, this is the right place to put this feedback. I've been playing with the dev snapshot and have run into a couple of big issues with the typescript generation for prefabs:
The first one is that the constructor for generated group prefabs don't specify any parameters as optional (using '?'). This isn't a big deal except that when one of these prefabs is placed in another, the code that calls that constructor only provides the first 2 parameters (aGame and aParent). This won't compile with TypeScript.
The second issue is a weird one. If a prefab has objects marked as public, so that they are assigned to properties, and then that prefab is placed inside of another, the generated code for the outer prefab attempts to create properties for the inner prefabs' objects. This happens in both TypeScript and JavaScript, but produces compile errors in TypeScript.
Anyways, just figured I'd call these out ahead of the release of the new version, in case they weren't already known.
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Hi @tomb-pss
Yes, a couple of issues are fixed in my local copy, however I will check again. I am thinking on do a candidate release with all features implemented and all our tests passed. This release comes with a lot of stuff and it will be great if some users can test it while we write the documentation of the new features.
Thanks.
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(deleted a comment that I posted by mistake)
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Related Issues (20)
- New files are added to all the asset packs (client) HOT 1
- Asset Pack: use container folder as prefix for new keys HOT 12
- Multiple pack files during "select a Pack file", needs more descriptors HOT 5
- implementing box2d plugin HOT 5
- Cannot drag textures to .atlas file HOT 5
- mouse cursor lost HOT 4
- My scene does not work HOT 3
- Game Object Name Not Saved When Scene Is Saved HOT 5
- Excessive number of blank lines inserted after marking objects as properties
- error, please, help me! HOT 4
- Error with Property/Fields in typescript class HOT 7
- Scene editor: generates invalid variable's name. HOT 3
- Images are blury HOT 3
- Some unified tutorial on how to start would be nice HOT 2
- Renaming a scene doesn't copy user code HOT 1
- Prefabs: constructor ordering of custom definition props and START-USER-CTR-CODE HOT 1
- Point / Path / Polygon tool feature HOT 1
- Command Palette closes when using arrow keys HOT 1
- missing names at instances
- Add video into scene file HOT 1
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