webpack-dev-server不会监视创建的新文件

时间:2016-04-20 15:54:29

标签: javascript node.js webpack

我希望webpack检测新创建文件的新更改。

我的完整webpack.config.js文件

module.exports = {
  entry: './src/client/js/index.js',

  output: {
    path: 'public',
    filename: 'bundle.js',
    publicPath: '/'
  },

  resolve: {
    extensions: ['', '.js', '.jsx']
  },

  plugins: process.env.NODE_ENV === 'production' ? [
    new webpack.optimize.DedupePlugin(),
    new webpack.optimize.OccurrenceOrderPlugin(),
    new webpack.optimize.UglifyJsPlugin()
  ] : [],

  module: {
    loaders: [
      { test: /\.js$/, exclude: /node_modules/, loader: 'babel-loader?presets[]=es2015&presets[]=react' },
      { test: /\.scss$/, loaders: ['style', 'css', 'sass']}
    ]
  },

}

我用Google搜索并搜索但无法找到任何会自动将新文件添加到我的观察者的内容。

2 个答案:

答案 0 :(得分:4)

真的有几种方式。

  1. 如果你正在使用cli,那么你可以写$ webpack-dev-server --content-base src/。更多来自webpack
  2. 如果您希望代码包含在webconfig中,

    devServer: {
        contentBase: "./src",
    }
    

    来自weback的更多内容。

  3. 此处contentBase是您希望webpack-dev-server收听和阅读文件的目录。

答案 1 :(得分:2)

您应该使用以下命令运行服务器:

import SpriteKit var sprite = SKSpriteNode!() var touchPoint: CGPoint = CGPoint() var touching: Bool = false class GameScene: SKScene { override func didMoveToView(view: SKView) { self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame) sprite = SKSpriteNode(imageNamed: "Bottle") sprite.physicsBody = SKPhysicsBody(rectangleOfSize: sprite.size) sprite.position = CGPoint(x: self.size.width/2.0, y: self.size.height/2.0) self.addChild(sprite) self.physicsWorld.gravity = CGVectorMake(0.0, -4.9) } override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) { let touch = touches.first as UITouch! let location = touch.locationInNode(self) let sprite = StarNode.star(touch.locationInNode(self)) touchPoint = location touching = true } override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) { let touch = touches.first as UITouch! let location = touch.locationInNode(self) touchPoint = location } override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) { touching = false } override func update(currentTime: CFTimeInterval) { if touching { let dt:CGFloat = 1.0/5.0 let distance = CGVector(dx: touchPoint.x-sprite.position.x, dy: touchPoint.y-sprite.position.y) let velocity = CGVector(dx: distance.dx/dt, dy: distance.dy/dt) sprite.physicsBody!.velocity=velocity } }