ECMAScript
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Javascript binding for godotengine
Card.tscn ``` [gd_scene load_steps=2 format=2] [ext_resource path="res://Card.jsx" type="Script" id=1] [node name="Card" type="Node2D"] script = ExtResource( 1 ) ``` Card.jsx ```jsx export default class Card extends godot.Node2D { _ready() { console.log('Card...
Same issue with #104 but i can get behind that. however when i try to put breakpoints in a file that is not on the same level as the cwd...
I just thought I would let people know that 3.5-stable compiles and at least runs a 'hello TypeScript' example I made. Not at all an extensive test suite by any...
I personally don't really like global pollution, you could take advantage of the javascript module system to export godot methods, utilities and classes without needing to register the ``godot`` namespace...
Im following the official Squash the Creeps godot tutorial but using TypeScript. In the Godot Engine I see the following error: ``` Unicode parsing error: Invalid unicode codepoint (fffd), cannot...
Hi, I followed the steps in the README. Cloned master of Godot engine, cloned the ECMAScript into modules directory. Ran: `scons platform=macos arch=arm64 warnings=extra werror=yes module_text_server_fb_enabled=yes` Get the following error....
Hello! As a newcomer, I am having some issues trying out this project in its pre-release state. There are templates and examples for Godot 3.5, but this is unfortunately of...
I installed typescript from `Project -> Tools -> JavaScript -> Generate TypeScript Project` menu. When doing a test I get errors in the `godot.d.ts` file:  I then also get...
ECMAScript Release: 4.1-v0.0.17-alpha-20231003 Current OS: Windows 10 x64 1- When I download and launch Godot, as default there are error messages in every project (even if created new projects): `scene\gui\control.cpp:1999...