Comments (5)
Do you mean being able to build your game using requireJS/etc, or moving the framework to use modules?
from phaser.
Both would be nice. Having initial AMD support would be more important. I'm not sure how interdependent the Phaser classes are, so splitting into modules may not need to happen, esp. if this is going onto a CDN in the future. Also, I can just require.config()
and set a shim for Phaser, which is what I'm doing now, so AMD support isn't required for me, and you can close as seen fit.
from phaser.
I'm using the shim way at the moment as well. Having the possibility to load Phaser without the shim workaround would be appreciated, perhaps by using another grunt copy task to wrap the generated JavaScript in an UMD wrapper. No need to convert Phaser to use a module system itself from my side. It works beatifully the way it is now!
from phaser.
As it stands now none of the Phaser classes are independent (by design choice), but I could see a need for that once I introduce plugin support. As long as you can actually make a game using AMD your end and it's not blocking you in any way, then I'm happy with that. If someone wants to contribute additional grunt tasks/etc to make workflow easier for you then please do so.
from phaser.
This is now resolved in 0.9.4 thanks to HackManiac's updated grunt file.
from phaser.
Related Issues (20)
- 162 dead links on phaser.io HOT 2
- Tween.isFinished() not working since 3.80.0 HOT 2
- TextureManager#getPixelAlpha throws exception with compressed textures HOT 3
- Tutorial is now out of order HOT 1
- DXT5/BC3 S3TCSRGB compressed texture is rendering in linear colour space (?) HOT 7
- Group vs Group collisions fail if child objects have non-default masks or categories because the default collisionMask only matches the category "1".
- Sprite "wobble" when panning scene camera. Seems related to use of setPipeline('Light2D') HOT 2
- Cursor not refreshing after disableInteractive() HOT 1
- EXPAND falls back to config width and height when changing scenes HOT 2
- Tweens in a looping chain fire `onStart` only once
- Resolution of BitmapMask gets somehow corrupted on game resize HOT 6
- When graphic object is removed from container, it continues to be rendered HOT 4
- Tweens in a chain fire `onActive` twice per chain iteration
- complete event of music is not fired HOT 1
- requestVideoFrame polyfill is causing a error in Next.js hot-reload HOT 2
- Initial rectangle positioning varies depending on width HOT 3
- Jittering png sequence animation
- setting default export in Phaser3 HOT 3
- The last touch input pointer is never activated HOT 1
- Incorrect typing for Phaser.Types.GameObjects.Particles.RandomZoneSourceCallback
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from phaser.