Hi Claudio,

Thanks for your answer. It's been very helpful. The idea of drawing the 
background to red is a nice trick. I didn't think about it. :)

But as you suggested in the last part of your answer, I will probably make 
another layer with the grid which will come on top of the tilemap. Or I 
might just add this grid to the batch of the tilemap with a greater z 
value. I will draw this grid using primitive opengl figures: red quads with 
no opacity, and some lines to draw the borders. Then when I want to 
highlight a square, I change the quad opacity and this should do the trick 
now, I think. I've already made the grid, but haven't tried yet to have the 
tilemap underneath.

I have one more question. In various tests, I see that the Layer has: 
self.schedule( 
lambda x: 0 )
I don't understand why that is. I tried to remove it and saw the FPS 
dropping dramatically. Would you be so kind to explain this one?

Thanks again,
Dan.

Le jeudi 1 août 2013 22:33:18 UTC+2, Daniel Gillet a écrit :
>
> Hello,
>
> First post for me and I'm still learning Cocos2d. So bear with me.
>
> I played a bit with test_tmx.py. I added this code
>
>     def on_key_press(key, modifier):
>         if key == pyglet.window.key.Z:
>             if scroller.scale == .75:
>                 scroller.do(actions.ScaleTo(1, 2))
>             else:
>                 scroller.do(actions.ScaleTo(.75, 2))
>         elif key == pyglet.window.key.D:
>             test_layer.set_debug(True)
>         elif key == pyglet.window.key.F:
>             test_layer.set_cell_color(0, 0, (255, 0, 0) )
>
> I notice that this colorize indeed first cell (bottom left), but the black 
> region is still black. This seems to make sense as the colors are 
> multiplied, if I understood correctly. What should I change if I would like 
> to have a reddish hue on this cell. The idea is to highlight some cells 
> with a color, so the player can know where he can move for instance.
>
> Also in this demo, when I use the scaling to 0.75, we see black lines from 
> the grid while the car is moving. Is there something I could do to minimize 
> this problem?
>
> And last question, if my intention was to draw a grid, how should I 
> proceed? Of course I could add another layer with its own grid, but I feel 
> like it's unnecessary duplication. The vertex are already there. Can we 
> still show the quads border while using textures?
>
> Thanks for your help,
> Dan.
>

-- 
You received this message because you are subscribed to the Google Groups 
"cocos2d discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email 
to [email protected].
To post to this group, send email to [email protected].
Visit this group at http://groups.google.com/group/cocos-discuss.
For more options, visit https://groups.google.com/groups/opt_out.


Reply via email to