Vow

Results 14 comments of Vow

**Discussion** I'd like to implement this issue as a first contribution. One way of achieving this is to create separate functions for each node type: * `gui.is_text_node()` * `gui.is_box_node()` *...

I see in *gui.h* the following node types: ``` enum NodeType { NODE_TYPE_BOX = 0, NODE_TYPE_TEXT = 1, NODE_TYPE_PIE = 2, NODE_TYPE_TEMPLATE = 3, NODE_TYPE_SPINE = 4, // Deprecated. Used...

I don't recall if blend mode can be changed programmatically on any other component. If blend mode is exposed as a property for sprites, along with a `msg.post()` and `sprite.set_blend_mode()`...

Looking through the current [sprite API](https://defold.com/ref/sprite/), none of the properties have a function wrapper like `sprite.set_blend_mode()`, so I don't think that should be added unless wrappers were added for the...

Is this issue still available to solve? > It could be that this is ok This comment is confusing, I'm not sure what it's referring to. > but then we'd...

> we need a way to let the developers get the length of the vector It looks like that's already been implemented and is working in the test script. ```lua...

Were there any special design considerations made for this issue yet? I'm interested in trying to implement it, however I understand that it may be a bit more complicated than...

@britzl Do you think it would be better to have just `go.enable(url)` and `go.disable(url)`, or also have the same for every component type? Also thinking that if `url` is `nil`,...

Having trouble getting Defold to recognize `blend_mode` as a property. I don't see any discrepancy between my code and the code that handles other properties, so I must be missing...

> The code seems fine from my pov, in this case I would probably run the engine in a debugger to figure it out! Is there documentation on how to...