can also clip the sprite
http://groups.google.com/group/cocos-discuss/browse_thread/thread/bd464ec0d656fc66#


On Apr 9, 10:49 pm, claudio canepa <[email protected]> wrote:
> 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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