ECMAScript
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Javascript binding for godotengine
Hello again! I've been trying to figure out a way around this problem I've run into. QuickJS creates its own scope within Godot, but I need to access the javascript,...
As far as I can tell there is no easily accessible API documentation outside of the source code. However, the typescript declaration file has most functions documented in addition to...
Example: a.js ```js export default class A extends godot.Node { } ``` b.js ```js export { default } from './a'; ``` And this will also crash: c.js ```js export class...
Error log: ``` modules/ECMAScript/quickjs/quickjs/quickjs.c:16065:11: error: use of undeclared identifier 'debugger_dispatch_table'; did you mean 'active_dispatch_table'? ? debugger_dispatch_table : dispatch_table; ^~~~~~~~~~~~~~~~~~~~~~~ active_dispatch_table modules/ECMAScript/quickjs/quickjs/quickjs.c:16064:26: note: 'active_dispatch_table' declared here const void * const *...
Has anyone had any luck with getting socket.io-client npm functional with this? It seems that it does not read npm module entry properly for me. ``` E 0:03:17.602 resolve_module_file: Module...
~~I will wait until quickjs is more stable at least the debugger is implemented.~~ ### Export godot symbols to script - [x] Refactor the `ECMAScriptGCHandler` to improve the binding process...
1) `fib.js` [default export](https://github.com/Geequlim/ECMAScriptDemos/blob/ca86889abfcd5518ed49b8f3eacf9fc4cefd91d4/worker/fib.js#L1) is `fib` function and not a godot class, so every time the file is loaded i get an error message "modules/ECMAScript/ecmascript.cpp:92 - JavaScript Error". Is this...
Hi, thanks for the great module getting JS support in Godot! I was wondering if you were looking at supporting Godot 4.0 in a separate branch. Godot 4.0 (currently pre-alpha...
Here's my current work on porting to godot 4. https://github.com/fire/ECMAScript/tree/next I got stuck. Need some help.
**Note** These are plans about this project todo but not found enough time to make it happen yet. - [ ] Remove `godot` form global scope, make it as an...