Make a scrolling menu...
Hi there 
How can i make a scrolling menu with a lot of numbers? Like from 180 to 280 in a scrolling menu selection (same as native iOs)
Exemple here :

Thanks so much
Have a good day all!

How can i make a scrolling menu with a lot of numbers? Like from 180 to 280 in a scrolling menu selection (same as native iOs)
Exemple here :

Thanks so much

Have a good day all!
Comments
No help?
Im lost on that problem... Can't make it... Thanks
Like the date input.
First make the overlay. Its a separate bezel that has transparent holes where the numbers go. (Some nice shading helps as well.)
Then make the numbers as a separate actor. (Which goes underneath the overlay/bezel.) You can make the numbers as a graphic or as a long list of numbers using the display text behavior.
The numbers actor needs to be long and thin -- like a long strip of tape. It needs each separate number on its own line.
The numbers actor would need to have behaviors that move it up and down as it is touched and dragged.
So it is really just a long strip of numbers that move up and down (behind the bezel). The rolling/curvature feeling it gets is just an optical illusion.
Is that what is being asked about?
If anyone makes a demo (before me!) I'd love to see it.
Make three attributes (type = real): myLinearVelocityY, oldY, offsetY
Change Attribute: self.Physics.Drag To: 500
When touch is pressed
-- Change Attribute: self.offsetY To: ( game.Mouse.Position.Y - self.Position.Y )
-- Timer Every .05 seconds
---- Change Attribute: self.Position.Y To: game.Mouse.Position.Y - self.offsetY
---- Change Attribute: self. myLinearVelocity To: max(-500,min(500,10*( self.Position.Y - self.oldY )))
---- Change Attribute: self.oldY To: self.Position.Y
Otherwise
-- Change Attribute self.Motion.Linear Velocity.Y To: self.myLinearVelocityY
Interpolate self.Position.Y to ceil(self.Position.Y/game.itemHeight)*game.itemHeight-game.itemHeigh/2
So if each item in the graphic takes up 100 pixels (a list of 5 items would be an actor 500 high), it would interpolate self.Position.Y to ceil(self.Position.Y/100)*100-50. This seems to work well only if I position the actor so that self.Position.Y is a multiple of 50.
When
self.Motion.Linear Velocity.Y < 100
self.Motion.Linear Velocity.Y >-100
-- Change Attribute: self.myLinearVelocityY To:0
-- Change Attribute: self.Motion.Linear Velocity.Y To:self.myLinearVelocityY
-- Interpolate Attribute: self.Position.Y To:(floor( self.Position.Y /21)*21)+7
(Assuming that the text is 21 pixels high.)
Turn them both on. (Also, change the actor's drag to 500.)
When self.Position.Y > 625
-- Change Attribute: self.Position.Y To: 205
-- Change Attribute: self.offsetY To:( game.Mouse.Position.Y - self.Position.Y )
When self.Position.Y < 205
-- Change Attribute: self.Position.Y To: 625
-- Change Attribute: self.offsetY To:( game.Mouse.Position.Y - self.Position.Y )
Interesting guys...
I downloaded the project but the bar is scrolling and don't stop...
The project was not complete. In order to get it to stop scrolling you will need to add these behaviors:
When self.Position.Y > 625
-- Change Attribute: self.Position.Y To: 205
-- Change Attribute: self.offsetY To:( game.Mouse.Position.Y - self.Position.Y )
When self.Position.Y < 205
-- Change Attribute: self.Position.Y To: 625
-- Change Attribute: self.offsetY To:( game.Mouse.Position.Y - self.Position.Y )
Perhaps @tatiang could be persuaded to upload a project with all the major parts working?
I actually had problems with the greater than 625 and less than 205 rules so I turned them off. But they are in the project file.
I still notice some issues with quickly flicking or tapping the number bar at the wrong time... it causes the whole actor to fly up or down past the constraints. But mostly it works fine.
Change Attribute: self.Position.Y To: min(630,max(210, game.Mouse.Position.Y-self.offsetY ))
And you need to _turn_on_ the rule that says:
Change Attribute: self.Position.Y To: game.Mouse.Position.Y-self.offsetY
Also, it will look better if the top of the actor is padded with at least the last item in the list (an 8). And also pad the bottom of the actor with a copy of the first item (1). It will make the jump look smoother (actually seamless when everything is done right).
This was a fun little project!