A virtual dPad is handy if you have a game which moves something on the screen. It also looks a bit more polished than just having four buttons. I have whipped up a simple skinnable class (http://codeatuts.blogspot.com.au/2012/07/tutorial-8-directional-pad-dpad-class.html) with 5 downloadable sample skins for folks to play with. It extends @Vega’s mesh button class.
This is version 1.0 so it is very basic. It only uses CENTER alignment at the moment and sprites for the skin. At some point I will have a go at a version which just uses meshes (unless some mesh guru does it first…)
Fell free to use, hack, improve, comment or otherwise dismember the code.
Nice tut, lots of learning there for me. Only comment - pad’s seem a little big, I’m assuming you can scale them OK?
I’ve made a couple of skins myself, which I’ll publish later in an app.
Armed with this there must be a wave of new apps in the near future to look forward to.
Hi @Bri_G - Thanks, I’m not sure about scaling I haven’t tried it. It wouldn’t be hard to make a smaller version.
Try to put the following in a draw() function:
sprite("Planet Cute:Chest Closed", 300,300)
sprite("Planet Cute:Chest Closed", 100,100, 50, 80)
Works fine and very useful at times.
Very nice skins on those example D-pads. Awesome tutorial!
Thanks @Simeon - Codea is very addictive. I do feel using sprites is cheating a bit but that is the beauty of Codea, fast prototyping.
Thanks everyone for the retweets as well - much appreciated.