You could produce some sort of effect. Your statement is kind of vague.
Just keep in mind, you can have an image in your game, say 128x128 pixels but you can assign it to an actor that is only say 16x16 pixels in size in the scene. Then you can adjust its width/height on-the-fly (or use the resize/grow behavior). Resizing doesn't affect the collision size thought so play around.
With that info and also the possibility of laying a mask actor over the zoom/pan image actor, you may be able to produce the effect you are trying to achieve (again, you were vague so I am not sure).
So using all that info above, you could have a 1024x1024 (max size) image that you could produce some sort of zoom/pan scenario. Not sure how other actors in the scene would play along (again, you were vague). ;-)
By "goes to" do you mean it changes to another scene for like a map or something?
Again, you can display a larger image in a smaller space...the details just get "rounded down" via an internal scaling function/transformation. Zooming would just then be an exercise in enlarging the actor's size to accomodate more detail of the same image. You would likely need to adjust the actor's position to keep the zoom effect centered on where they touched/clicked to zoom in on (same for zoom out). Panning would definately just be a change in position for the actor.
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Just keep in mind, you can have an image in your game, say 128x128 pixels but you can assign it to an actor that is only say 16x16 pixels in size in the scene. Then you can adjust its width/height on-the-fly (or use the resize/grow behavior). Resizing doesn't affect the collision size thought so play around.
With that info and also the possibility of laying a mask actor over the zoom/pan image actor, you may be able to produce the effect you are trying to achieve (again, you were vague so I am not sure).
So using all that info above, you could have a 1024x1024 (max size) image that you could produce some sort of zoom/pan scenario. Not sure how other actors in the scene would play along (again, you were vague). ;-)
Again, you can display a larger image in a smaller space...the details just get "rounded down" via an internal scaling function/transformation. Zooming would just then be an exercise in enlarging the actor's size to accomodate more detail of the same image. You would likely need to adjust the actor's position to keep the zoom effect centered on where they touched/clicked to zoom in on (same for zoom out). Panning would definately just be a change in position for the actor.