On Mon, Apr 9, 2012 at 4:09 PM, Pascal LE MERRER
<[email protected]>wrote:

> Hello
>
> Thanks for all of your responses.
>
> After Claudio first response, I have implemented a solution which is very
> similar to Ivo's one, excepted I recreate the layer each time the life
> points change, to allow its width to change.
> It works, and will certainly be enough for this game, but I feel it's a
> bit limited (and I don't even talk of the cost of the solution, which
> implies to create a new object each time points change).
>

You are right about the cost



> By example I can't use a gradient as a background color for my lifebar,
> and crop it as the life points decrease.
>
>
That is doable by further modification of classes I proposed, but needs
some openGL  or pyglet batches knowledge.


> I will have a look on Claudio second proposal, but it seems more
> complicated for a Cocos2d/OpenGL newbie as me.
>
>
>
You can play a little with the script I posted to be sure you know the
meaning of creation parameters and how to tell the object to display some
value, then copy paste the class definition and treat that code as a black
box . It will work even if you don't know the details, the same as sprites
work even when not knowing all the internal details.

You can even aproximate the gradient feature you want with n NakedBarMetter
s side by side in x axis, each with his own color, as childs of a
NakedBarMetterMulticolor that will receive the on_update_value from the
game and send appropriate messages to the childs.

Someone dares a try ? :)

claudio

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