Craftwork Games

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Okay, thanks for letting us know. I believe this change was made a in a recent PR. I haven't really had a chance to properly look into it but I'll...

> We could pass it in as Properties for the tileset/image layer and filter them out in the processor. Whoa, whoa. Hold on a second. Yes, we could do that...

@stefanrbk I was doing some work on the Tiled Pipeline code tonight and my gut feeling at the moment is that we should be able to solve this problem. Unfortunately...

> Right... For some reason I didn't think you could use switch statements with strings. Good to know! It's part of a relatively new feature in C# called [pattern matching](https://docs.microsoft.com/en-us/dotnet/csharp/pattern-matching#using-pattern-matching-switch-statements)....

To consistent with #213 we want `Contains` to behave the same way it does on standard MonoGame shapes like `Rectangle`. I'm not certain what this behavior actually is so if...

> Should we have an additional method that returns the relation? Yeah we could do that. I'm pretty sure it's common practice in physics engines. It might be worth taking...

Any one want to take a closer look at this bug?

@LithiumToast have you already finished the new shape classes? It might be worth pulling those in sooner rather than later.

Thanks for the bug report.

Generally speaking I feel that LibGDX and MonoGame.Extended have a lot of similarities so it does feel like it might be a good fit into our library. First things first...