cocos2d-x 3.9进度条程序实例(圆形)

cocos2d-x 3.9进度条程序实例(圆形),第1张

概述.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(); .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 instancebool 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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