water moment inside a display image?

suppose i want to show movement of red colour inside a hollow human statue so that as the player receive damagesthe blood reaches from legs to head ad when the colour reaaches its head the game s over.this is it even possible?

whatshould be the game logic.in this case??

You could make a sprite… But that’s probably the easiest way you could do it… you could also make actual water here is a link

https://coronalabs.com/blog/2014/05/27/tutorial-introduction-to-liquidfun/

Good Luck!

If this is a basic player health bar, I would suggest starting with this tutorial:

https://coronalabs.com/blog/2013/05/14/sprites-and-image-sheets-for-beginners/

Your sprite frames would be different increment levels. 

If your health increases, say a player going up a level gets more hit points, and you need to show a relative scale (like say a percentage) instead of fixed increments, consider using a red rectangle with your hollow character setting on top of it and a mask the shape of your character applied to the red rectangle to hide the area outside the character. You can initially set the height to 0 for the rectangle and as you do damage, change the height to the amount that represents the current health.  Say your person is 50px high, it might be:

Hey @Rob … I dont know if you understood what @shamara ment but i think its something like this…

Get a clear cup and app red dye to it and the put the cup at eye level and fill it with water…

It sounds to me like he wants a health bar where his character fills up with read the more dead he becomes. The sprite method is a valid thing. I don’t see where he wants sloshing around of liquids. No doubt liquidFun would probably work with this, but if it’s a health bar, its likely going to be relatively small in the UI.  I’m working on a mask based fill that would work too for more precision than a few steps.

You could also custom skin a vertical widget.newSlider too.

Rob

That’s exactly what i meant haha … Well for a beginner this will probably take some time to get down and get working properly.

You could make a sprite… But that’s probably the easiest way you could do it… you could also make actual water here is a link

https://coronalabs.com/blog/2014/05/27/tutorial-introduction-to-liquidfun/

Good Luck!

If this is a basic player health bar, I would suggest starting with this tutorial:

https://coronalabs.com/blog/2013/05/14/sprites-and-image-sheets-for-beginners/

Your sprite frames would be different increment levels. 

If your health increases, say a player going up a level gets more hit points, and you need to show a relative scale (like say a percentage) instead of fixed increments, consider using a red rectangle with your hollow character setting on top of it and a mask the shape of your character applied to the red rectangle to hide the area outside the character. You can initially set the height to 0 for the rectangle and as you do damage, change the height to the amount that represents the current health.  Say your person is 50px high, it might be:

Hey @Rob … I dont know if you understood what @shamara ment but i think its something like this…

Get a clear cup and app red dye to it and the put the cup at eye level and fill it with water…

It sounds to me like he wants a health bar where his character fills up with read the more dead he becomes. The sprite method is a valid thing. I don’t see where he wants sloshing around of liquids. No doubt liquidFun would probably work with this, but if it’s a health bar, its likely going to be relatively small in the UI.  I’m working on a mask based fill that would work too for more precision than a few steps.

You could also custom skin a vertical widget.newSlider too.

Rob

That’s exactly what i meant haha … Well for a beginner this will probably take some time to get down and get working properly.