On Thursday 03 September 2009, claudio canepa wrote: <snip> > > > > > > You are right, the cocos scale is scalar, ie scales both coords. > > > You can add in your .draw() something like > > > scale = ... > > > glScalef(scale[0], scale[1], 1) > > > > > > to get independent x y scaling > > > > > > -- > > > claudio > > > > Very nice... that almost works ;) > > > > I forgot to mention that I'm using ScrollingManager, RectMapLayer, > > ScrollableLayer, etc. Is there anything else I need to do to take into > > account > > the scrolling stuff? > > > > > > -- > > -chris > > Uh-Uh. I dont know, sorry. > But if a quick and dirty test show problems, I suggest to forget about > using it. Coord changes spanning over two three classes deep could be a > time sinking hole. You are doing pyweek, right ? > Or, try to ask at #pyweek IRC channel >
Well, I'm doing a hard coded scale of (1, 1.5, 1) and even that doesn't look right. It looks like the sprite is getting moved as well as scaled. The effect I'm trying to get is a "laser beam" style line. I have a small sprite that I'd like to stretch out to be the effect. Any ideas for other ways to implement that? I've read that the line drawing stuff isn't very fast, and for that matter it isn't really what I want. And no, I'm not doing pyweek. I have enough stress as-is without trying to code a game in a week. ;) -- -chris --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en -~----------~----~----~----~------~----~------~--~---
