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tsconfig.json
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tsconfig.json
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{
// Note that while we use TypeScript to type the codebase (GDJS game engine
// and extension), we use esbuild to compile from TypeScript to JavaScript almost instantly.
// See `GDJS/scripts/build.js`.
"compilerOptions": {
"noEmit": true,
"allowJs": true,
"noImplicitReturns": true,
"noUnusedLocals": true,
"noFallthroughCasesInSwitch": true,
"strictNullChecks": true,
"strictFunctionTypes": true,
"strictPropertyInitialization": true,
"skipLibCheck": true,
// Not used (as we don't compile with tsc), but necessary for iterating on Map/Set.
"downlevelIteration": true,
// Required by PixiJS, for importing 3rd-party dependencies like EventEmitter3.
"esModuleInterop": true,
// Required by PixiJS, loaders needs this to use the more strict mini-signal types.
"paths": {
"mini-signals": [
"GDJS/node_modules/resource-loader/typings/mini-signals.d.ts"
]
},
"baseUrl": "./",
"lib": ["DOM", "ES5", "ScriptHost", "ES2015.Iterable", "ES2015.Promise"],
"typeRoots": ["GDJS/node_modules/@types/"],
// JSX syntax for lightweight rendering in the game engine:
"jsx": "react",
"jsxFactory": "h",
"jsxFragmentFactory": "Fragment"
},
"include": [
"GDevelop.js/types.d.ts",
"GDJS/Runtime/**/*",
"Extensions/**/*.js",
"Extensions/**/*.ts",
"GDJS/tests/tests/**/*.js",
"GDJS/tests/tests-utils/**/*.js",
"GDJS/tests/benchmarks/**/*.js"
],
// Exclude pre-built js code
"exclude": [
"GDJS/Runtime/pixi-renderers/pixi.js",
"GDJS/Runtime/Cordova",
"GDJS/Runtime/Electron",
"GDJS/Runtime/FacebookInstantGames",
"GDJS/Runtime/libs/CocoonJS",
"Extensions/Effects/pixi-filters/filter-alpha.js",
"SharedLibs/TileMapHelper/**/*",
"Extensions/Spine/pixi-spine/pixi-spine.js",
"Extensions/P2P/A_peer.js"
]
}