Lukas Klingsbo

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Aaah right, @ufrshubham is correct of course. The docs should be improved and mention this though, I don't think they do now.

> The camera position should be independent from the offset of the camera. Do you mean that the viewport position should be independent of the viewfinder? Because it is... >...

@ufrshubham the problem he had from the beginning was that the cursor needed to collide with components both in the viewport and the world, which is a bit tricky without...

> Can those component be added to the `viewfinder` instead? If I am not wrong, collisions with `viewfinder.children` will work as expected, right? Those components are tied to the worlds...

I'll close this for now since it is working as expected.

> why is it now working as expected? Because it is working according to how it is designed, I don't think it would be feasible to have the same collision...

But are you doing components at point only inside the viewport? Because surely you're not having 1000 components inside of that? Inside the world you should still be able to...

What I would do is to use the collision detection system for the world and then use `componentsAtPoint` for the viewport (if it's even needed, it looks like it would...

Sound like good additions! 1. I would use a setter here instead (and expose a getter) 2. For this one I would just do `List get keys => _assets.keys;` You...

I just had a look at images, and it already provides a setter for for the `prefix`, so it is only the getter for the keys that is needed.