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 Projects > js > Issues > Feature #3735

Extend and refactor CCDrawNode for compatibility with CCDrawingUtils?

Feature #3735 [New]
ZippoLag 2014-01-16 18:08 . Updated almost 3 years ago

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

ludingping 2014-01-17 01:57

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

ZippoLag 2014-01-17 03:11

Thank you, and don’t worry, I know you guys work hard and it’s hard to prioritize things.

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Status:New
Start date:2014-01-16
Priority:Low
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