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  • Mar 04 2021 17:04
    elisee closed #19
  • Mar 04 2021 17:04
    elisee commented #19
  • Mar 04 2021 17:04
    elisee closed #18
  • Mar 04 2021 14:04
    MuskettDev opened #19
  • Mar 04 2021 13:59
    MuskettDev opened #18
  • Mar 01 2021 20:40
  • Mar 01 2021 20:40
    Travis superpowers/superpowers-game@857ba57 (dependabot/npm_and_yarn/SupEngine/three-0.125.0) failed (355)
  • Mar 01 2021 20:16
    dependabot[bot] labeled #194
  • Mar 01 2021 20:16
    dependabot[bot] opened #194
  • Mar 01 2021 20:16

    dependabot[bot] on npm_and_yarn

    build(deps): bump three from 0.… (compare)

  • Mar 01 2021 20:16

    dependabot[bot] on npm_and_yarn

    build(deps): bump three from 0.… (compare)

  • Mar 01 2021 20:16
    dependabot[bot] labeled #16
  • Mar 01 2021 20:16
    dependabot[bot] opened #16
  • Jan 28 2021 22:29
    Travis superpowers/superpowers-app@3ade581 (dependabot/npm_and_yarn/electron-9.4.0) passed (320)
  • Jan 28 2021 19:43
    dependabot[bot] commented #174
  • Jan 28 2021 19:25

    dependabot[bot] on npm_and_yarn

    (compare)

  • Jan 28 2021 19:25
    dependabot[bot] closed #73
  • Jan 28 2021 19:25
    dependabot[bot] commented #73
  • Jan 28 2021 19:25
    dependabot[bot] labeled #77
  • Jan 28 2021 19:25
    dependabot[bot] opened #77
Mathieu Triay
@MathieuLoutre
oh right!
Yes I think I get the code now
sorry
Vianney Petit
@Ikalou
The best you can do is to find a way to slim down the typescript plugin
Mathieu Triay
@MathieuLoutre
Yep that's what I'm after
I think if I can do that
the rest is acceptable as a payload
Vianney Petit
@Ikalou
Provided that there's no more compiling that should be possible
Mathieu Triay
@MathieuLoutre
Yes, good point. I think that is it though so I'm hopeful
Also I've tweaked the plugins.json so that it only includes the plugins I actually use
so I can further reduce the payload here
(I'm a web dev at heart so I'm all about that payload haha)
Vianney Petit
@Ikalou
Yeah, I've done that too
Mine looks like this:
"common/three",
"default/arcadePhysics2D",
"default/cubicModel",
"default/font",
"default/gameSettings",
"default/light",
"default/model",
"default/scene",
"default/shader",
"default/sound",
"default/sprite",
"default/tileMap",
"default/typescript",
"extra/eventEmitter",
"extra/p2js",
"extra/tweenjs",
"florentpoujol/dom",
"florentpoujol/fmouseinput",
"florentpoujol/threejs"
Mathieu Triay
@MathieuLoutre
I've removed "default/cubicModel"
and "common/three" (it's empty for me)
otherwise pretty much the same
"extra/p2js" is gone because I only use the basic arcadePhysics
Thanks for sharing!
Vianney Petit
@Ikalou
Btw, unrelated but, don't you have sound issues on safari iOS?
Mathieu Triay
@MathieuLoutre
I do...
Not sure what it is
Haven't looked into it just now
Vianney Petit
@Ikalou
I think I know
I have a patch for that too
Mathieu Triay
@MathieuLoutre
Oooh!
I'm interested haha
Vianney Petit
@Ikalou
Well for one, there are restrictions on iOS for web audio
You have to create a buffer and play it directly after a user interaction for web audio to "unmute"
Not much we can do about that... we have to deal with it
Mathieu Triay
@MathieuLoutre
Yes! I've read that actually. Howler does that I think.
They play an empty buffer on first touch
Vianney Petit
@Ikalou
But even then, superpowers uses some features of web audio not supported by safari
Mathieu Triay
@MathieuLoutre
Hum it probably needs an HTML audio fallback
Vianney Petit
@Ikalou
I've added 0001-Fix-webaudio-detection-on-old-Safari.patch to the gist
As long as you don't need panning at least it'll fix playback on safari
Mathieu Triay
@MathieuLoutre
That's perfect!
You're a lifesaver
Vianney Petit
@Ikalou
And that's what I use to deal with iOS's annoying restrictions:
(function() { // Workaround for iOS function unmuteWebAudio() { Sup.log("unmuteWebAudio() called"); PlayMusicBehavior.playEmpty(); window.removeEventListener("touchend", unmuteWebAudio); } window.addEventListener("touchend", unmuteWebAudio, false); })();
Mathieu Triay
@MathieuLoutre
Yep I think that's quite common
Vianney Petit
@Ikalou
// Workaround for iOS public static playEmpty() { if (this.musicPlayer === null) { return; } const context = (this.musicPlayer["__inner"]["audioCtx"] as AudioContext); const buffer = context.createBuffer(1, 1, 22050); const source = context.createBufferSource(); source.buffer = buffer; source.connect(context.destination); source.start(0); }
Mathieu Triay
@MathieuLoutre
Ah that's neat actually. Better than playing an empty MP3 or something.
Well you've just turned an afternoon of hell into a pretty interesting evening
Vianney Petit
@Ikalou
I'm glad my hack... I mean my patch folder was useful for something
Mathieu Triay
@MathieuLoutre
:)
Mathieu Triay
@MathieuLoutre
I think I got it!
At the moment it's pretty bad
since I need to comment out some stuff just to get the slimmed down build