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cocos2d-x 3.9进度条程序实例(圆形)

发布时间:2020-12-14 17:17:17 所属栏目:百科 来源:网络整理
导读:.h #ifndef __HELLOWORLD_SCENE_H__ # define __HELLOWORLD_SCENE_H__ #include "cocos2d.h" USING_NS_CC;class HelloWorld : public cocos2d::Layer{ public : static cocos2d::Scene* createScene (); virtual bool init(); // a selector callback void m

.h

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"

USING_NS_CC;

class HelloWorld : public cocos2d::Layer
{
public:
    static cocos2d::Scene* createScene();

    virtual bool init();

    // a selector callback
    void menuCloseCallback(cocos2d::Ref* pSender);

    // implement the "static create()" method manually
    CREATE_FUNC(HelloWorld);


    void startProgress();
    void updateFireProgress(float dt);

    ProgressTimer* fireballTimer;
};

#endif // __HELLOWORLD_SCENE_H__

.CPP

#include "HelloWorldScene.h"

USING_NS_CC;

Scene* HelloWorld::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::create();

    // 'layer' is an autorelease object
    auto layer = HelloWorld::create();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }

    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

    /////////////////////////////
    // 2. add a menu item with "X" image,which is clicked to quit the program
    // you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object
    auto closeItem = MenuItemImage::create(
                                           "CloseNormal.png","CloseSelected.png",CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));

    closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2,origin.y + closeItem->getContentSize().height/2));

    // create menu,it's an autorelease object
    auto menu = Menu::create(closeItem,NULL);
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu,1);

    /////////////////////////////
    // 3. add your codes below...

    // add a label shows "Hello World"
    // create and initialize a label

    auto label = Label::createWithTTF("Hello World","fonts/Marker Felt.ttf",24);

    // position the label on the center of the screen
    label->setPosition(Vec2(origin.x + visibleSize.width/2,origin.y + visibleSize.height - label->getContentSize().height));

    // add the label as a child to this layer
    this->addChild(label,1);
    label->setVisible(false);

    // add "HelloWorld" splash screen"
 // auto sprite = Sprite::create("HelloWorld.png");

    // position the sprite on the center of the screen
   // sprite->setPosition(Vec2(visibleSize.width/2 + origin.x,visibleSize.height/2 + origin.y));

    // add the sprite as a child to this layer
    //this->addChild(sprite,0);

    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("ingame_gui-hd.plist");
    Sprite* Hero1Sprite = Sprite::createWithSpriteFrameName("power_portrait_fireball_0001.png");
    Hero1Sprite->setPosition(Point(100,100));
    this->addChild(Hero1Sprite,1);

    //建立Progresstime 环形进度条
    //Sprite* loadingSprite = Sprite::createWithSpriteFrameName("power_loading.png");
    //ProgressTimer* fireballTimer;
    fireballTimer = ProgressTimer::create(Sprite::createWithSpriteFrameName("power_loading.png"));
    fireballTimer->setPosition(Vec2(100,100));
    fireballTimer->setType(ProgressTimer::Type::RADIAL);
    fireballTimer->setPercentage(100);
    fireballTimer->setReverseDirection(true);
    this->addChild(fireballTimer,10);
    HelloWorld::startProgress();


    return true;
}


void HelloWorld::menuCloseCallback(Ref* pSender)
{
    Director::getInstance()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
}


void HelloWorld::startProgress()
{
    this->schedule(schedule_selector(HelloWorld::updateFireProgress));
}



void HelloWorld::updateFireProgress(float dt)
{
    fireballTimer->setPercentage(fireballTimer->getPercentage() - dt * 5);
    if ((fireballTimer->getPercentage()) == 0)
    {
        this->unschedule(schedule_selector(HelloWorld::updateFireProgress));
    }
}

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