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The Rex implementation is alright, main issue with it is the destroying / hiding of the input text, but without it being native in phaser any implementation would have that...
Overlapping it with another object is not possible, since it's in html as a DOM object it's always on top. Hiding it from the whole screen sometimes just doesn't work...
I suppose alternatively you could create some way to detect if the mouse is over the portion of the screen it's meant to be visible in and otherwise replace it...
> I am not sure. For that reason I asked to you if the implementation of the Rex plugin is ok. Then I can focus more on the editor side...
Yeah sure. Made a mockup of how it could be used in the editor. Actual positioning and stuff would be very similar to the standard text tool, with sizing done...
> Thanks! > > And how it should look? I mean, visually? An input text with borders? Rounded borders? I want to see your current input text in your game....
> By the way, do you expect it to work on mobile? The mobile keyboard has different challenges. For example, it fills half of the screen, scrolls the page, and...
> Look that if you are going to use a Text object, then you don't need a plugin at all. > > You can create an `InputDOM` user component that...
> So, do you think you can implement that user component yourself? Yeah, I can definitely take a look.
> Good! Let me know when you finish it. I have done so! I decided to use a different approach of not using a DOM element at all, and instead...