.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));
}
}
原文地址:https://www.jb51.cc/cocos2dx/338933.html
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