Phaser Input Versions Save

Adds input boxes to Phaser like CanvasInput, but also works for WebGL and Mobile, made for Phaser only.

v2.0.5

6 years ago
  • Added a force case option (thanks @henriquelalves)

v2.0.4

7 years ago
  • Holding delete (or any key for that matter) now also forces text update (Thanks @derpierre65 )
  • Fixed an issue where the library would crash when no placeHolder is added to the input (Thanks @CFix-Ollie & @Tdnshah)

v2.0.3

7 years ago
  • Exposed focusIn/focusOut, fixes #40 (thanks @henriquelalves)

v2.0.2

7 years ago
  • Updated example a tad and guarded for non-existing placeHolder on alignment (thanks @trachukov)

v2.0.1

7 years ago
  • Fixed tiny TS issue

v2.0.0

7 years ago
  • Moved away from Fabrique.Plugins namespace (see below)
  • Updated readme (#22)
  • TextAlign now also applied to placeholder (#27)
  • Width of the inputField can now be adjusted post creation
  • Removed node version requirement (#23)

Migrating from v1

the API of the objects is the same as before but the namespace changed. We decided to remove the Fabrique namespace, and house the plugin in it's own (PhaserInput). so: Fabrique.Plugins.Input becomes: PhaserInput.Plugin

and all other references of Fabrique.Plugins can be replaced with PhaserInput. If you are still unsure how or what, both the example and the readme have been adjusted to work with the new namespace.

v1.2.6

7 years ago
  • Updated TS compiler to 2.x (fixes #17)
  • Fixed an issues with KeyBoardOpen (#20, Thanks @SamHession)
  • Fixed scrolling on input when game isn't in the top of the page (#19 and #13)
  • Fixed cutoff letters (#15)

v1.2.5

7 years ago
  • Cleaned up event listeners on destroy, fixes #10
  • Updated input value with min/max for number values, fixes #6

v1.2.4

7 years ago

v1.2.3

7 years ago
  • Fixed an issue where setText would crash if no placeholder was set
  • Made startFocus/endFocus public