Also if you add your scrolling layer to the tiles.ScrollingManager you
can use

my_scrolling_manager.pixel_from_screen(x, y)
Look up the Layer-space pixel matching the screen-space pixel.

On Aug 3, 11:46 am, claudio canepa <[email protected]> wrote:
> On Sun, Aug 2, 2009 at 4:26 AM, jaber <[email protected]> wrote:
>
> > On Aug 1, 4:26 am, claudio canepa <[email protected]> wrote:
> > > On Fri, Jul 31, 2009 at 9:22 AM, jaber <[email protected]> wrote:
>
> > > > Help
>
> > >  post some code
> > The game scrolling system is by moving and scaling the game layer (not
> > opengl camera as it messes with other cocos2d stuff like Menu, etc):
>
> > class Game(Layer):
> >  is_event_handler = True
> >  def __init__(self):
> >    Layer.__init__(self)
> >    self.hero = Hero()
> >  def update(self,dt):
> >    # move the layer based on the hero's position
>
> >  def on_mouse_scroll(x,y,dx,dy):
> >    self.scale += dy*0.25
>
> >  def on_mouse_press(x,y,button,modifiers):
> >    print x-self.x, y-self.y
>
> Ehh, too little code to work over it, so I modified a hud example.
> It assumes no rotation are applied to the game layer.
> Attached hud+chasecam+zoom+pick2.py
> By the way, I lifted the coords changes from tiless-editor ( in cocos svn
> branches\cocos2d-editor )
> --
> claudio
>
>  hud+chasecam+zoom+pick2.py
> 8KViewDownload- Hide quoted text -
>
> - Show quoted text -
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