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Ah, I think this can be done with subclassing. No need for separate scripts for that.
What do you mean?
It's a way of using your own custom class deriving from WorldInstance. So you can add all your own custom properties and functions, and still do everything WorldInstance does.
That's interesting, how would it work exactly?
Is it already possible in r151?
Edit: nvm I just got what you meant. But that's already what I kinda do in the article, except I don't have access to the WorldInstance class so I made my own and get WorldInstance later. I didn't mean to make it possible, I meant to make it integrated in the editor and have a better workflow for it
See Subclassing instances for how this works in r152.
That is pretty cool indeed, that's enough to write some kind of workflow of my own. However I still think it would be pretty cool to see an integrated workflow to the editor in order to make development easier when using JS only.
I don't know what you mean by that - can you explain exactly what that would do, how it would work, and what benefits it would offer the way it works with subclassing?
Well the simple answer is:
Right now it's technically possible to make games using JS only. However the things you did for Ghost Shooter will not work for a much bigger project. Anything that will have more than 10 concurrent systems working together will be very hard to organise to work with.
I would love to actually write something that would represent what I mean, but I'd need to properly design (and possibly code) it for it to be crystal clear. And even then, since I have only a limited understanding of the inner workings of the engine and that I cant access the engine code, you will very probably find flaws to what I can give you.