lapinchatware Thank you for the Capx.
It is what I was seeking, but I am not fully understanding the structure the Capx. is using. I am not sure what it is using an Array for and am not sure what the "gamedata" is being used for. Seeing how it works I now have an idea of how to do what I needed.
From my understanding there is a small rectangle that has 5 different frames to allow 4 different sprite colors and 1 transparent. This sprite is rendered next to itself to make an illusion of a bar.
It is given a spawn point for the small rectangles and renders it a certain distance away from the the spawn and the angle of the point changes an equal amount depending on the health variable. This creates the illusion of a circle using the small rectangles.
Below may help performance for mobile devices.
The Capx. file that was given uses 500 small rectangles in order to show a health bar circle.
You can reduce this by using larger segments of the health bar and switching to smaller segments when needed. Having collision off when it isn't needed is good to do for any object.
Also if you create/destroy segments as needed instead of having rendered objects as transparent then it will help reduce the number objects. No need in having an object on screen when it doesn't have a purpose.
Another way is to use larger segments of circle, then you can rotate by a set angle to animate the bar. If you have 100 health you can divide 360 by 100 and know each health point to rotate the quarter segment by 3.6 degrees. Since a quarter is 25%, at 75 and 50 health you would know to erase a quarter segment to keep the flow looking normal. At 76 and 51 health you would have to create a quarter piece to prevent a gap between segments. The issue with this is the last quarter of the Circle bar would have to be small rectangles. You can replace the last quarter with small rectangles when it is needed or you can just make the last quarter small rectangles to start off with.
If performance is an issue and you are just doing a line health bar you shouldn't use small rectangles. One object should be used and then it should be scaled depending on the health variable.