Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by baldeagle76

Right now in my game, I have a "sign" entity that (unsurprisingly) displays text. However, I'd like the user to be able to type text on it. I used http://pointofimpactjs.com/snippets/view/16/entity-click to capture a click event on the sign, but I don't know how I could just have the user type on his/her keyboard and have that be the text on the sign. I've considered two options: use a text field outside of the canvas element , take the text from that element in the update() function and display it on the sign or bind an event to every single key on the keyboard with ig.input.bind. The first one I don't like because I don't think it'll work in Ejecta, and the second one just seems... cumbersome.

Any suggestions?

1 decade ago by Graphikos

Those really are the two solutions... unless you want to consider drawing your own on-screen keyboard where you present keys to click for entry. As far as Ejecta goes I think the only option, other than virtual keyboards, is to prompt with ejecta.getText().

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1 decade ago by baldeagle76

I see, thanks. I'll probably just bind an event to each key, virtual keyboards are kind of a pain.

9 years ago by likethemammal

DaisywheelJS is also another option. It supports the HTML5 Gamepad API and makes it easy for developers to capture text from a user. Check it out!

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