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RE: Availability of korlibs libraries in npm registry
May I ask you your use-case? Are you consuming them from a language other than Kotlin? Why can't you consume them from the official maven repositories?
RE: Some questions regarding KorGe3D
Unfortunately at this point, it is super experimental and more a proof of concept. @dhakehurst is making some contributions in korge-next related to KorGE3D: https://github.com/korlibs/korge-next/pull/23 but since that's a contribution I'm not sure how far that will reach on KorGE 2.0. The official plan is to work on the 3D part on KorGE 3.0 but since 2.0 is not released yet, it is a bit early for that
RE: Text input / Text input field?
Right now, your best bet is to use the
promptmethod available on the gameWindow and the views instance.
On KorGE 2.0 we might add support for native textfields over the game window
RE: Tweens of anything else but position/rotation...
The same way as the other properties. Colors and angles are specially handled here: https://github.com/korlibs/korge/blob/16aac42d6cf0e4eed19e088e12b73282661cf0f4/korge/src/commonMain/kotlin/com/soywiz/korge/tween/tween.kt#L242-L248
The way for doing that is:
view.tween(view::colorMul[Colors.RED, Colors.BLUE]) view.tween(view::rotation[180.degrees])
Also note that in addition to views you can interpolate any other property just using the [...] syntax.
The view from
view.tweenis the view that will register an updater, and as long as that view is on the stage, it will interpolate the properties on each frame.
RE: Change/Hide Mouse Cursor?
On HTML5, you cannot hide the cursor completely except when the mouse is down AFAIK.
korge-next already has support for changing the cursor to a predefined one and hiding the cursor while the mouse is down.
We can try to support custom cursor images. Just created this issue: https://github.com/korlibs/korge-next/issues/28
RE: ECS and Shaders
I think we discussed that on slack/discord already.
No ECS provided by the engine, but some people talked about that stuff via chat, so not sure if someone will work on a ECS engine.
Regarding to shaders: Shaders on KorGE are usually applied via filters, and created using a DSL for that. Please, check this link: https://github.com/korlibs/korge/blob/16aac42d6cf0e4eed19e088e12b73282661cf0f4/korge/src/commonMain/kotlin/com/soywiz/korge/view/filter/WaveFilter.kt#L31-L40