MonoGame.Extended
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Extensions to make MonoGame more awesome
The [Tiled MapRenderer](https://github.com/craftworkgames/MonoGame.Extended/blob/b6555e8ce5639870ee6ce5a5be0e7ce95a40c588/Source/MonoGame.Extended.Tiled/Graphics/TiledMapRenderer.cs) does not support drawing the object layer. Thus, do I have to render it by my own, or is there any pre-defined function to do so? Thanks...
I am using WINDOWS, MonoGame.Extended.GUI library GuiTextBox, I can not open the IME, I want to enter multi-byte characters, not just single characters, how should I do?
What's happening is, suppose there's a GuiLayoutControl which have Hovered style and contains children controls. If the mouse is moved to the layout control's child, the layout control loses its...
Hi, I use your GUI Controls (MonoGame.Extended.Gui) for an iOS Game and have a problem with the GuiButton class. My buttons are created like this: ```C# btnHighscore = new GuiButton();...
I was wonder if there is an ability to create a tile map dynamically instead of having a tmx file as part of the content? Are there any work arounds...
Right now, most of the Tiled classes constructors are internal, most of properties are read-only. It seems that TiledMap is supposed to be created only by ContentManager. I think it...
There's been a few discussions lately about the ability (or lack of) to query Tiled maps. There's an open PR #347 for dealing with tile bounding boxes and there's also...
So I stumbled across this [article ](http://www.dylanwilson.net/creating-custom-content-importers-for-the-monogame-pipeline), and I ended that journey here at this repository. Awesome article, blog, tutorial or whatever that piece is classified as. It was very...
I have implemented a Camera2D follower that follows around an IMovable. This follower allows users to put min and max barriers. (Values that the camera should not be able to...
I've removed the word wrapping overloads from the `DrawString` methods in the [`BitmapFontExtensions`](https://github.com/craftworkgames/MonoGame.Extended/blob/develop/Source/MonoGame.Extended/BitmapFonts/BitmapFontExtensions.cs) class. There's a few key reasons I decided to remove the word wrapping overloads: 1. Without word...