TypeScript is an open-source programming language developed and maintained by Microsoft. It is a strict syntactical superset of JavaScript, which means that any valid JavaScript code is also valid TypeScript code. TypeScript adds optional static typing, classes, interfaces, and other advanced features to JavaScript, making it easier to build complex and scalable web applications. Babylon.js, on the other hand, is a powerful and feature-rich 3D game engine built with JavaScript and WebGL. It allows developers to create high-quality 3D games and applications that can run on any modern web browser. In this tutorial, we will explore how to use TypeScript with Babylon.js to create 3D games and applications.
Prerequisites
To follow this tutorial, you should have a basic understanding of JavaScript and WebGL. You will also need to have Node.js and NPM installed on your machine. If you don't have them installed, you can download and install them from the official website: https://nodejs.org.
Setting up the Project
The first step is to create a new TypeScript project using Node.js and NPM. Open your terminal and navigate to the directory where you want to create your project. Then run the following commands:
mkdir my-babylonjs-project
cd my-babylonjs-project
npm init -y
npm install --save-dev typescript ts-loader webpack webpack-cliThese commands will create a new directory called my-babylonjs-project, initialize a new NPM project, and install TypeScript, ts-loader, webpack, and webpack-cli as development dependencies.
Configuring TypeScript
The next step is to configure TypeScript for our project. Create a new file called tsconfig.json in the root directory of your project and add the following code:
{
"compilerOptions": {
"target": "es5",
"module": "es6",
"sourceMap": true,
"outDir": "dist"
},
"include": [
"src/**/*"
]
}This configuration sets the target to ES5, the module system to ES6, enables source maps, and sets the output directory to dist. It also tells TypeScript to compile all TypeScript files in the src directory and its subdirectories.
Creating the Application
Now that we have our project set up and TypeScript configured, we can start creating our Babylon.js application. Create a new directory called src in the root directory of your project and create a new TypeScript file called app.ts inside it. Add the following code to the file:
import * as BABYLON from 'babylonjs';
class Game {
private canvas: HTMLCanvasElement;
private engine: BABYLON.Engine;
private scene: BABYLON.Scene;
private camera: BABYLON.ArcRotateCamera;
private light: BABYLON.HemisphericLight;
constructor() {
this.canvas = document.getElementById('renderCanvas') as HTMLCanvasElement;
this.engine = new BABYLON.Engine(this.canvas, true);
this.scene = new BABYLON.Scene(this.engine);
this.camera = new BABYLON.ArcRotateCamera('Camera', 0, 0, 10, BABYLON.Vector3.Zero(), this.scene);
this.camera.attachControl(this.canvas, true);
this.light = new BABYLON.HemisphericLight('light', new BABYLON.Vector3(0, 1, 0), this.scene);
this.createScene();
}
private createScene(): void {
const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', { diameter: 2 }, this.scene);
sphere.position.y =1;
const material = new BABYLON.StandardMaterial('material', this.scene);
material.diffuseColor = new BABYLON.Color3(1, 0, 0);
sphere.material = material;
}
public run(): void {
this.engine.runRenderLoop(() => {
this.scene.render();
});
javascript
Copy code
window.addEventListener('resize', () => {
this.engine.resize();
});
}
}
const game = new Game();
game.run();
This code creates a new class called `Game` that sets up the Babylon.js scene, camera, light, and a sphere mesh with a red material. It also adds a method called `run` that runs the render loop and resizes the canvas when the window is resized. Finally, we create a new instance of the `Game` class and call the `run` method to start the application.
Building the Application
The final step is to build the application using webpack. Create a new file called `webpack.config.js` in the root directory of your project and add the following code:
const path = require('path');
module.exports = {
entry: './src/app.ts',
output: {
filename: 'bundle.js',
path: path.resolve(__dirname, 'dist'),
},
resolve: {
extensions: ['.ts', '.js'],
},
module: {
rules: [
{
test: /.ts$/,
use: 'ts-loader',
exclude: /node_modules/,
},
],
},
devtool: 'source-map',
};This configuration tells webpack to use `app.ts` as the entry point, create a new file called `bundle.js` in the `dist` directory as the output, and use `ts-loader` to compile TypeScript files. It also sets the file extensions to `.ts` and `.js`, enables source maps, and excludes the `node_modules` directory.
To build the application, run the following command in your terminal:
npx webpackThis will compile the TypeScript files and create a new file called `bundle.js` in the `dist` directory.
Running the Application
To run the application, open the `index.html` file in your web browser and you should see a red sphere on a gray background. You can also open the web console to view any errors or warnings.
Congratulations! You have successfully created a Babylon.js application using TypeScript. From here, you can explore more advanced features of Babylon.js and TypeScript to create more complex and interactive 3D games and applications.
Conclusion
TypeScript and Babylon.js are powerful tools for building high-quality 3D games and applications for the web. By combining the advanced features of TypeScript with the rich capabilities of Babylon.js, developers can create complex and scalable 3D projects with ease. This tutorial provided a comprehensive guide on how to set up a TypeScript project with Babylon.js, create a simple 3D application, and build and run it using webpack. With this foundation, you can explore more advanced features of both TypeScript and Babylon.js to create more advanced and interactive projects.