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Per character text effects #3250
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FYI this simply isn't possible for FlxText, since FlxText is a openfl TextField drawn to a bitmap, but FLxBitmapText would work |
how would you do something like this on an |
Ngl, it's not a trivial task, to have a generalized per-char effect system, but you may be able to extend it and implement some ad-hoc implementation of this specific effect, but even then it might not work on flash, and it may be tricky to work with outlines. Chars are actually rendered here, but the positions they are drawn to are decided when text changes, over here. |
It looks like someone already did it here (unless this is done differently) |
I completely forgot this existed, I should dive into this |
Looking into this, it seems to draw text as a series of single-character FlxText instances, so it doesn't need to work around the caveats of FlxBitmapText, nor does it have many of the features of either FlxText and FlxBitmapText like borders. It's not a clean solution but it works in a pinch, though, I worry that it may have terrible memory usage. It's also a one-stop shop for "dialogue text" coupling per-char effects and typewriter effects into a single class, meaning you can't just show text with effects without having it type each character out I'd use it in a game jam, if the kerning issue was fixed, but not in a larger game project |
I haven't looked at the drawing code for FlxText/FlxBitmapText so I don't know how feasible this is, but I think per character text effects would be a nice feature.
For example, this text shake in UNDERTALE:
Each character has a unique shake. As far as I know the only way to implement this currently would be to have each character be a seperate text object which could get tedious to manage
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