Extend and refactor CCDrawNode for compatibility with CCDrawingUtils?
Extend and refactor CCDrawNode for compatibility with CCDrawingUtils?
Feature #3735 [New]
Hi,
Thanks for feedback.
Yes, we should add some drawingutils’ function to cc.DrawNode, we will refactor cc.DrawNode in new version.
About management of Color Classes, we will redesign color class in new version too.
I’m sorry to reply late.
David
Status: | New | |
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Start date: | 2014-01-16 | |
Priority: | Low | |
Due date: | ||
Assignee: | - | |
% Done: | 0% |
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Category: | - | |
Target version: | - |
I have been told (http://cocos2d-x.org/forums/19/topics/36128?r=36327\#message-36327) that I should use CCDrawNode instead of CCDrawingUtils for drawing graphical elements, but there are many features that are not supported.
I make extensive use of the drawingutils in one of my projects, including drawing “open polygons” and solid (as in filled) circles, but I have no way to do this things with CCDrawNode. I’ve mentioned this before, here: http://cocos2d-x.org/issues/3129
So, if the plan is indeed to ditch CCDrawingUtils, could this things be implemented please?
PS: this could be a good opportunity to fix inconsistencies with the management of Color Classes, as shown here: http://cocos2d-x.org/issues/3047