Wow, that is a really nice set of work.
Sliding the bar around works under the mask, as you demonstrated, which is not the issue I’m trying to address.
I’m trying to move the mask along the X axis. Sliding the bar gives a different effect, with the “strange” shadowed round end disappearing at the root instead of the receding edge, which is visually dissonant when I scale it up.
Taking into account what you wrote, the changes that caught my eye:
hud.barGroup.maskScaleX = 120/(204-6) -- scale acounting for bar art width versus non-black part of mask hud.barGroup.maskScaleY = 16/(36-12) -- scale acounting for bar art height versus non-black part of mask
I am perplexed by this calculation. I’ve never seen anything like it.
204 x 36 is the mask png total size, removing 3*2 and 6*2 from the useless pixels of the mask is a uniform subtraction. If I had seen this in any tutorial, it would make sense, but then it’s paired with this strange scaling.
I count the white part of the mask being 197 (not 198) since 1 side of the mask has an extra pixel of black to make it an even multiple of 4, which doesn’t seem to be an issue?
The bar sprite 123 x 24 (or maybe 124 x 24), so
120 and 16 comes from what calculation? It’s basically the exact pixel dimensions of the green bar (119x16) which is strange, because my texture packer detects it as so much larger.
> Instead, create a Corona compliant mask that also has nice feathering on the inner edge.
Masks that aren’t monochrome, “don’t work”. I mean that they don’t mask at all, as if they aren’t Corona compliant unless I do a black/white indexed tone in photoshop. I made a rounded mask, which should be sufficient for me anyway and gives me the nice rounded end on the receding side (either side) instead of a flat edge like a container mask, even with the expected visual dissonance.
Added simplest test case, as suggested.