
#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)); }}总结
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