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setTimeout is work for me in `useEffect` ```ts useEffect(() => { setTimeout(()=>archerContainerRef.current?.refreshScreen(), 10); // refresh in timer }, [...deps ]); ````

It's true that sometimes it's lost, and I've run into an even stranger bug -0--> it's impossible to specify layers for drawing, only a second layer can be used for...

ok, Maybe it's because my project is too messy. I'll investigate it again

Sorry, I don't want to add extra operations to these class. I think the current one is enough.

I agree with you that the function of changing the window size brought by LÖVE's slow, which you can respond to the official forum.

OK, I have checked your code, I think you have done it. I think you just want try to call the `Update` in a fixed delat of time. I'm confused...

🤔 I am not sure what happened, but here is information i can provide for you: * LoveSharp.Imgui need `LoveSharp` nuget library but not `Love2dCS` * the best way to...

https://stackoverflow.com/a/11077141 > Right click your project in the solution explorer and select properties. Then, under the "Application" tab change the "Output type" of your project from “Console Application” to “Windows...

sorry to late to reply. the bug is `callbacks will still be processed after the window has quit`. I can't think of how it happened 😱 , has any case...

There is no such method, but you can draw an image onto the canvas.