Erik Onarheim
Erik Onarheim
@justjoeyuk As for working on the engine while building a game I've done a couple approaches * Git submodule in your game project with a fork of excalibur included, then...
I agree this would be very useful! One way this could work in the current state would be to use Excalibur as a git submodule and import the main entry...
Should this issue be restructured to gracefully fail if no `window` is present?
I'm picturing something like this: ``` javascript var points: ex.Point[] = [...]; // some list of points var pathConfiguration = new ex.PathConfiguration(); // default path configuration if nothing changed pathConfiguration.speed...
@mattjennings That's fine, the sandbox should be okay since there are no unit tests (and I'm not positive how I would unit test the GamePad API either) I mentioned in...
@LePhil looks like you're on the right track, keep up the good work
Hi @LePhil I'll take a look tonight, distracted with all the holidays in the US 🎉 🦃
@LePhil Definitely a bug. I think I know what the problem here is, and I definitely would expect your test case to be true. Basically actions don't handle large update...
I suppose we probably don't need to make a separate type. We might be able to get away with a handler type approach that is overloaded less fancy :P Like...
Yah I agree, the update/draw is consistent with our current design philosophy. The only goofy thing would be the method signatures for update/draw would be slightly different than other things...but...