//------------------------------------------------------------------
//
// SpriteProgressToVertical
//
//------------------------------------------------------------------
void SpriteProgressToVertical::onEnter()
{
    SpriteDemo::onEnter();
    
    CCSize s = CCDirector::sharedDirector()->getWinSize();
    
    CCProgressTo *to1 = CCProgressTo::create(2, 100);
    CCProgressTo *to2 = CCProgressTo::create(2, 100);
    
    CCProgressTimer *left = CCProgressTimer::create(CCSprite::create(s_pPathSister1));
    left->setType(kCCProgressTimerTypeBar);

    //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
    left->setMidpoint(ccp(0,0));
    //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
    left->setBarChangeRate(ccp(0, 1));
    addChild(left);
    left->setPosition(CCPointMake(100, s.height/2));
    left->runAction( CCRepeatForever::create(to1));
    
    CCProgressTimer *right = CCProgressTimer::create(CCSprite::create(s_pPathSister2));
    right->setType(kCCProgressTimerTypeBar);
    //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
    right->setMidpoint(ccp(0, 1));
    //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
    right->setBarChangeRate(ccp(0, 1));
    addChild(right);
    right->setPosition(CCPointMake(s.width-100, s.height/2));
    right->runAction( CCRepeatForever::create(to2));
}
//------------------------------------------------------------------
//
// SpriteProgressToRadialMidpointChanged
//
//------------------------------------------------------------------
void SpriteProgressToRadialMidpointChanged::onEnter()
{
    SpriteDemo::onEnter();

    CCSize s = CCDirector::sharedDirector()->getWinSize();

    CCProgressTo *action = CCProgressTo::create(2, 100);

    /**
   *  Our image on the left should be a radial progress indicator, clockwise
   */
    CCProgressTimer *left = CCProgressTimer::create(CCSprite::create(s_pPathBlock));
    left->setType(kCCProgressTimerTypeRadial);
    addChild(left);
    left->setMidpoint(ccp(0.25f, 0.75f));
    left->setPosition(ccp(100, s.height/2));
    left->runAction(CCRepeatForever::create((CCActionInterval *)action->copy()->autorelease()));

    /**
   *  Our image on the left should be a radial progress indicator, counter clockwise
   */
    CCProgressTimer *right = CCProgressTimer::create(CCSprite::create(s_pPathBlock));
    right->setType(kCCProgressTimerTypeRadial);
    right->setMidpoint(ccp(0.75f, 0.25f));

    /**
   *  Note the reverse property (default=NO) is only added to the right image. That's how
   *  we get a counter clockwise progress.
   */
    addChild(right);
    right->setPosition(ccp(s.width-100, s.height/2));
    right->runAction(CCRepeatForever::create((CCActionInterval *)action->copy()->autorelease()));
}
void SpriteProgressToHorizontal::onEnter()
{
    SpriteDemo::onEnter();
    
    CCSize s = CCDirector::sharedDirector()->getWinSize();
    
    CCProgressTo *to1 = CCProgressTo::create(2, 100);
    CCProgressTo *to2 = CCProgressTo::create(2, 100);
    
    CCProgressTimer *left = CCProgressTimer::progressWithFile(s_pPathSister1);
    left->setType(kCCProgressTimerTypeHorizontalBarLR);
    //    Setup for a bar starting from the left since the midpoint is 0 for the x
    left->setMidpoint(ccp(0,0));
    //    Setup for a horizontal bar since the bar change rate is 0 for y meaning no vertical change
    left->setBarChangeRate(ccp(1, 0));
    addChild(left);
    left->setPosition(ccp(100, s.height/2));
    left->runAction( CCRepeatForever::create(to1));
    
    CCProgressTimer *right = CCProgressTimer::progressWithFile(s_pPathSister2);
    right->setType(kCCProgressTimerTypeHorizontalBarRL);
    //    Setup for a bar starting from the left since the midpoint is 1 for the x
    right->setMidpoint(ccp(1, 0));
    //    Setup for a horizontal bar since the bar change rate is 0 for y meaning no vertical change
    right->setBarChangeRate(ccp(1, 0));
    addChild(right);
    right->setPosition(ccp(s.width-100, s.height/2));
    right->runAction( CCRepeatForever::create(to2));
}
//------------------------------------------------------------------
//
// SpriteProgressBarTintAndFade
//
//------------------------------------------------------------------
void SpriteProgressBarTintAndFade::onEnter()
{
    SpriteDemo::onEnter();

    CCSize s = CCDirector::sharedDirector()->getWinSize();

    CCProgressTo *to = CCProgressTo::create(6, 100);
    CCAction *tint = CCSequence::create(CCTintTo::create(1, 255, 0, 0),
                                         CCTintTo::create(1, 0, 255, 0),
                                         CCTintTo::create(1, 0, 0, 255),
                                         NULL);
    CCAction *fade = CCSequence::create(CCFadeTo::create(1.0f, 0),
                                         CCFadeTo::create(1.0f, 255),
                                         NULL);

    CCProgressTimer *left = CCProgressTimer::create(CCSprite::create(s_pPathSister1));
    left->setType(kCCProgressTimerTypeBar);

    //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
    left->setMidpoint(ccp(0.5f, 0.5f));
    //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
    left->setBarChangeRate(ccp(1, 0));
    addChild(left);
    left->setPosition(ccp(100, s.height/2));
    left->runAction(CCRepeatForever::create((CCActionInterval *)to->copy()->autorelease()));
    left->runAction(CCRepeatForever::create((CCActionInterval *)tint->copy()->autorelease()));

    left->addChild(CCLabelTTF::create("Tint", "Marker Felt", 20.0f));

    CCProgressTimer *middle = CCProgressTimer::create(CCSprite::create(s_pPathSister2));
    middle->setType(kCCProgressTimerTypeBar);
    //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
    middle->setMidpoint(ccp(0.5f, 0.5f));
    //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
    middle->setBarChangeRate(ccp(1, 1));
    addChild(middle);
    middle->setPosition(ccp(s.width/2, s.height/2));
    middle->runAction(CCRepeatForever::create((CCActionInterval *)to->copy()->autorelease()));
    middle->runAction(CCRepeatForever::create((CCActionInterval *)fade->copy()->autorelease()));

    middle->addChild(CCLabelTTF::create("Fade", "Marker Felt", 20.0f));

    CCProgressTimer *right = CCProgressTimer::create(CCSprite::create(s_pPathSister2));
    right->setType(kCCProgressTimerTypeBar);
    //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
    right->setMidpoint(ccp(0.5f, 0.5f));
    //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
    right->setBarChangeRate(ccp(0, 1));
    addChild(right);
    right->setPosition(ccp(s.width-100, s.height/2));
    right->runAction(CCRepeatForever::create((CCActionInterval *)to->copy()->autorelease()));
    right->runAction(CCRepeatForever::create((CCActionInterval *)tint->copy()->autorelease()));
    right->runAction(CCRepeatForever::create((CCActionInterval *)fade->copy()->autorelease()));

    right->addChild(CCLabelTTF::create("Tint and Fade", "Marker Felt", 20.0f));
}
Beispiel #5
0
void ASGame::energyBarAnimation(){
    
    //1.显示行动力的圆形底座
    CCSprite* energyBall = CCSprite::createWithSpriteFrameName("newEnergyContainer.png");
    energyBall->setPosition(ccp(size.width*17.38/80,size.height*77.85/90+winDif*2*alpha*alpha));
    addChild(energyBall,4);
    
    //2.行动力数量
    string perStr = int2string(moveCount);
    CCLabelTTF* per = CCLabelTTF::create(perStr.c_str(),"Arial Rounded MT bold",32);
    per->setPosition(ccp(size.width*17.38/80,size.height*77.85/90+winDif*2*alpha*alpha));
    addChild(per,5,1*10000000+26);
    
    //3.能量条
    CCSprite* energyBarSprite = CCSprite::createWithSpriteFrameName("newEnergyBar.png");
    CCProgressTimer* energyBar = CCProgressTimer::create(energyBarSprite);
    energyBar->setPosition(ccp(size.width*8.45/80,size.height*79.89/90+winDif*2*alpha*alpha));
    energyBar->setType(kCCProgressTimerTypeRadial);
    energyBar->setPercentage(moveCount*20);
    addChild(energyBar,4,1*10000000+20);
    
    //4.攻击按钮底座
    CCSprite* containerSprite = CCSprite::createWithSpriteFrameName("energyContainer.png");
    CCSprite* containerSprite_s = CCSprite::createWithSpriteFrameName("energyContainer.png");
    CCMenuItemSprite* energyContainer = CCMenuItemSprite::create(containerSprite,containerSprite_s,this,menu_selector(ASGame::enterFightLayer));
    energyContainer->setScale(1.05);
    energyContainer->setPosition(ccp(size.width*179.5/200,size.height*10.25/135));
    CCMenu* energyContainerMenu = CCMenu::create(energyContainer,NULL);
    energyContainerMenu->setPosition(CCPointZero);
    if (moveCount < moveToFight)
            energyContainerMenu->setTouchEnabled(false);
    addChild(energyContainerMenu,2,1*10000000+27);
    
    //5.攻击按钮充值槽
    CCSprite* barSprite = CCSprite::createWithSpriteFrameName("energyBar.png");
    CCProgressTimer* attackButton = CCProgressTimer::create(barSprite);
    attackButton->setScale(1.05);
    attackButton->setPosition(ccp(size.width*179.04/200,size.height*10/135));
    attackButton->setType(kCCProgressTimerTypeBar);
    attackButton->setMidpoint(ccp(0.5, 0));
    attackButton->setBarChangeRate(ccp(0, 1));
    attackButton->setPercentage(100*moveCount/moveToFight);
    addChild(attackButton,3,1*10000000+25);
    
    //4.能量的盖子
    CCSprite* energyBarCover = CCSprite::createWithSpriteFrameName("energyBarCover.png");
    energyBarCover->setPosition(ccp(size.width*179.5/200,size.height*10.25/135));
    energyBarCover->setOpacity(0);
    //addChild(energyBarCover,4,1*10000000+28);
}
Beispiel #6
0
//******************************************************************************
// skillDecCD
//******************************************************************************
void Card::skillDecCD(int cd)
{
    CCSprite* spWhite = CCSprite::spriteWithFile("headw.png");
    if (spWhite) {
        addChild(spWhite, 2, kToBeDeleteTag);
        spWhite->setPositionInPixels(CCPointMake(55 + 106*m_idx, 615));
        spWhite->setIsVisible(false);
        spWhite->runAction(CCSequence::actions(CCDelayTime::actionWithDuration(0.7),
                                               CCShow::action(),
                                               CCFadeIn::actionWithDuration(0.15),
                                               CCFadeOut::actionWithDuration(0.15),
                                               CCCallFunc::actionWithTarget(this, callfunc_selector(Card::delUnusedObj)),
                                               NULL));
        
        CCProgressTimer* tmOrange = CCProgressTimer::progressWithFile("heado.png");
        if (tmOrange) {
            addChild(tmOrange, 2, kToBeDeleteTag);
            tmOrange->setPositionInPixels(CCPointMake(55 + 106*m_idx, 615));
            tmOrange->setType(kCCProgressTimerTypeRadialCCW);
            tmOrange->setPercentage(99);
            tmOrange->runAction(CCProgressTo::actionWithDuration(0.7, 0));
        }
    }
    
    m_iSklCdDwn = cd;
    m_iCurSkillCD = MIN(m_iCurSkillCD.get(), (m_iSkillCDMax - m_iSklCdDwn));
}
Beispiel #7
0
bool wootestScene::setUpdateView()
{
	bool isRet=false;
    CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
	do
	{
        // 进度条背景
        CCSprite* loadbackimg=CCSprite::create("lodingbg.png");
        CC_BREAK_IF(!loadbackimg);
        loadbackimg->setPosition(ccp(visibleSize.width/2+origin.x,visibleSize.height/5+origin.y));
        this->addChild(loadbackimg,2);
        
        // 进度条
        CCSprite* loadimg=CCSprite::create("longding.png");
        CC_BREAK_IF(!loadimg);
        CCProgressTimer* pt = CCProgressTimer::create(loadimg);
        pt->setType(kCCProgressTimerTypeBar);// 设置成横向
        
        pt->setMidpoint(ccp(0,0));
        // 设置进度条从左到右
        pt->setBarChangeRate(ccp(1,0));
        
        //重新设置锚点
        float tex=visibleSize.width/2+origin.x;
        float tey=visibleSize.height/5+origin.y-5;
        pt->setPosition(ccp(tex,tey));
        pt->setPercentage(0);
        this->addChild(pt,2,1);
        
        isRet=true;
	} while (0);
	return isRet;
}
Beispiel #8
0
void ControllPanel::makeSkillCD(CCObject *pSender)
{
	CCLog("makeSkillCD");
	//进入CD状态
	this->setMagicCD(true);
	//设置按钮不可用
	m_pMagicItem->setIsEnabled(false);

	//创建技能cd样式
	CCProgressTimer *cd = CCProgressTimer::progressWithFile("actor_btn_mask.png");
	cd->setType(kCCProgressTimerTypeRadialCCW);
	cd->setPosition(m_pMagicItem->getParent()->getPosition());
	cd->setPercentage(99.99f);
	this->addChild(cd, 1000);
	//技能冷却动画
	CCProgressTo *to = CCProgressTo::actionWithDuration(PlayerMrg::getInstance()->getPlayer()->getPlayerSkillCd(), 0);
	//冷却完成之后的回调,销毁对象,同时使技能按钮可用
	CCCallFuncND *callfunn = CCCallFuncND::actionWithTarget(this, callfuncND_selector(ControllPanel::endSkillCD), (void*)cd);
	 
	cd->runAction(CCSequence::actions(to, callfunn, NULL));

	m_lMagicCDLabel->setIsVisible(true);
	schedule(schedule_selector(ControllPanel::updateCountDown), 1.0f);

}
Beispiel #9
0
bool LoadingLayer::setUpdateView()
{
    bool isRet = false;
    do{
	CCSprite* loadingbackimg = CCSprite::create("gmbg/loadingbg.png");
	CC_BREAK_IF(!loadingbackimg);
	loadingbackimg->setPosition(ccp(getWinSize().width/2 + getWinOrigin().x, getWinSize().height/5 + getWinOrigin().y));
	this->addChild(loadingbackimg, 1);

	CCSprite* loadimg = CCSprite::create("gmbg/loading.png");
	CC_BREAK_IF(!loadimg);
	CCProgressTimer* pt = CCProgressTimer::create(loadimg);
	pt->setType(cocos2d::CCProgressTimerType(kCCProgressTimerTypeBar));
	pt->setMidpoint(ccp(0,0.5));
	pt->setBarChangeRate(ccp(1,0));
	float tex = getWinSize().width/2 + getWinOrigin().x;
	float tey = getWinSize().height/5 + getWinOrigin().y-5;
	pt->setPosition(ccp(tex, tey));
	pt->setPercentage(0);
	this->addChild(pt, 2, 1);
	CCProgressTo* to = CCProgressTo::create(5, 100);
	pt->runAction(CCRepeatForever::create(to));
	isRet = true;
	
    }while(0);
    return isRet;
}
bool HSShowEndurance::init()
{
    for (int i=0; i<HSShowEndurance::S_C_ENDURANCE_COUNT; ++i)
    {
        CCString* pPanel = CCString::createWithFormat("UI_Benfangxinxiban_Naili_%d",i);
        
        HSCCSprite* pSprite = HS_FIND_UI_PANEL_SPRITE(pPanel->getCString(),"Naili_1");
        pSprite->setVisible(false);
        
        CCProgressTimer* pProgress = CCProgressTimer::create(pSprite);
        pProgress->setType(kCCProgressTimerTypeBar);
        pProgress->setPosition(pSprite->getPosition());
        pProgress->setMidpoint(ccp(0.5,0));
        pProgress->setBarChangeRate(ccp(0,1));
        i < HSShowEndurance::S_CURRENT_ENDURANCE_COUNT  ? pProgress->setPercentage(100) : pProgress->setPercentage(0);
        pSprite->getParent()->addChild(pProgress,2000);
        m_enduranceMap.insert(pair<int, CCProgressTimer*>(i + 1,pProgress));
        
        CC_SAFE_RELEASE_NULL(pPanel);
    }
    
    HSCCSprite* pSprite = HS_FIND_UI_PANEL_SPRITE("UI_Benfangxinxiban_Nailijishiqi","Pipeinailidiban");
    
    m_pMaxLabel = CCLabelTTF::create("MAX", HS_FONT_HuaKang, 25, pSprite->getContentSize(), kCCTextAlignmentCenter,kCCVerticalTextAlignmentCenter);
    m_pMaxLabel->setAnchorPoint(HS_ANCHOR_CENTER);
    m_pMaxLabel->setPosition(pSprite->getAnchorPointInPoints());
    m_pMaxLabel->setVisible(false);
    pSprite->addChild(m_pMaxLabel);
    
    this->CreateTimeLabel();
    
    this->schedule(schedule_selector(HSShowEndurance::Updata));
    
	return true;
}
Beispiel #11
0
bool LoadingLayer::setUpdateView(){
	bool isRet=false;
	do 
	{
	// 设置进度条的背景图片 我们把他放到屏幕下方的1/5处	
    CCSprite* loadbackimg=CCSprite::create("gmbg/lodingbg.png");
	CC_BREAK_IF(!loadbackimg);	
	loadbackimg->setPosition(ccp(getWinSize().width/2+getWinOrigin().x,getWinSize().height/5+getWinOrigin().y));
	this->addChild(loadbackimg,1);
	
	// 添加进度条
	CCSprite* loadimg=CCSprite::create("gmbg/longding.png");
	CC_BREAK_IF(!loadimg);	
	CCProgressTimer* pt = CCProgressTimer::create(loadimg);
	pt->setType(kCCProgressTimerTypeBar);// 设置成横向的
	//可以看作是按矩形显示效果的进度条类型
	pt->setMidpoint(ccp(0,0)); 
	//  用来设定进度条横向前进的方向从左向右或是从右向左
	pt->setBarChangeRate(ccp(1,0));
	//重新设置锚点
	float tex=getWinSize().width/2+getWinOrigin().x;
	float tey=getWinSize().height/5+getWinOrigin().y-5;
	pt->setPosition(ccp(tex,tey));
	pt->setPercentage(0);
	this->addChild(pt,2,1);

	isRet=true;
	} while (0);
	return isRet;
}
Beispiel #12
0
CCProgressTimer* createProgressTimer(CCSprite* sprite)
{
	CCProgressTimer *progress = CCProgressTimer::create(sprite);
	progress->setType( kCCProgressTimerTypeBar );
	progress->setMidpoint(ccp(0,0));
	progress->setBarChangeRate(ccp(1, 0));
	return progress;
}
Beispiel #13
0
CCProgressTimer* SectionGuide::createRedStartPrompt()
{
    CCSprite* sprite = CCSprite::create(ResManager::getManager()->getSharedFilePath("circle.png").c_str());
    CCProgressTimer *progress = CCProgressTimer::create(sprite);
    progress->setType( kCCProgressTimerTypeRadial );
    progress->setVisible(false);
    return progress;
}
Beispiel #14
0
CCProgressTimer* SectionGuide::createRedStartToTableArrows()
{
    CCSprite* sprite = CCSprite::create(ResManager::getManager()->getSharedFilePath("arrows.png").c_str());
    CCProgressTimer *progress = CCProgressTimer::create(sprite);
    progress->setType( kCCProgressTimerTypeBar );
    progress->setVisible(false);
    progress->setMidpoint(ccp(0,1));
    progress->setBarChangeRate(ccp(0, 1));
    return progress;
}
//进度动作  
void HelloWorld::JDCallback(CCObject* pSender)  
{  
    CCProgressTo *to1 = CCProgressTo::actionWithDuration(2,100); 
	CCSprite *jl=CCSprite::spriteWithFile("jl.png");

    CCProgressTimer *left = CCProgressTimer::progressWithSprite(jl);  
    left->setType(kCCProgressTimerTypeBar);  
    addChild(left);  
    left->setPosition(CCPointMake(100,s.height/2));  
    left->runAction(CCRepeatForever::actionWithAction(to1));  
}  
//------------------------------------------------------------------
//
// SpriteProgressToVertical
//
//------------------------------------------------------------------
void SpriteProgressToVertical::onEnter()
{
	SpriteDemo::onEnter();
	
	CCSize s = CCDirector::sharedDirector()->getWinSize();
	
	CCProgressTo *to1 = CCProgressTo::actionWithDuration(2, 100);
	CCProgressTo *to2 = CCProgressTo::actionWithDuration(2, 100);
	
	CCProgressTimer *left = CCProgressTimer::progressWithFile(s_pPathSister1);
	left->setType( kCCProgressTimerTypeVerticalBarBT );
	addChild(left);
	left->setPosition(CCPointMake(100, s.height/2));
	left->runAction( CCRepeatForever::actionWithAction(to1));
	
	CCProgressTimer *right = CCProgressTimer::progressWithFile(s_pPathSister2);
	right->setType( kCCProgressTimerTypeVerticalBarTB );
	addChild(right);
	right->setPosition(CCPointMake(s.width-100, s.height/2));
	right->runAction( CCRepeatForever::actionWithAction(to2));
}
//------------------------------------------------------------------
//
// SpriteProgressWithSpriteFrame
//
//------------------------------------------------------------------
void SpriteProgressWithSpriteFrame::onEnter()
{
    SpriteDemo::onEnter();

    CCSize s = CCDirector::sharedDirector()->getWinSize();

    CCProgressTo *to = CCProgressTo::create(6, 100);

    CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("zwoptex/grossini.plist");

    CCProgressTimer *left = CCProgressTimer::create(CCSprite::createWithSpriteFrameName("grossini_dance_01.png"));
    left->setType(kCCProgressTimerTypeBar);
    //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
    left->setMidpoint(ccp(0.5f, 0.5f));
    //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
    left->setBarChangeRate(ccp(1, 0));
    addChild(left);
    left->setPosition(ccp(100, s.height/2));
    left->runAction(CCRepeatForever::create((CCActionInterval *)to->copy()->autorelease()));

    CCProgressTimer *middle = CCProgressTimer::create(CCSprite::createWithSpriteFrameName("grossini_dance_02.png"));
    middle->setType(kCCProgressTimerTypeBar);
    //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
    middle->setMidpoint(ccp(0.5f, 0.5f));
    //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
    middle->setBarChangeRate(ccp(1, 1));
    addChild(middle);
    middle->setPosition(ccp(s.width/2, s.height/2));
    middle->runAction(CCRepeatForever::create((CCActionInterval *)to->copy()->autorelease()));

    CCProgressTimer *right = CCProgressTimer::create(CCSprite::createWithSpriteFrameName("grossini_dance_03.png"));
    right->setType(kCCProgressTimerTypeRadial);
    //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
    right->setMidpoint(ccp(0.5f, 0.5f));
    //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
    right->setBarChangeRate(ccp(0, 1));
    addChild(right);
    right->setPosition(ccp(s.width-100, s.height/2));
    right->runAction(CCRepeatForever::create((CCActionInterval *)to->copy()->autorelease()));
}
Beispiel #18
0
void CCTransitionRadialCCW::onEnter()
{
	CCTransitionScene::onEnter();
	// create a transparent color layer
	// in which we are going to add our rendertextures
	CCSize size = CCDirector::sharedDirector()->getWinSize();

	// create the second render texture for outScene
	m_OutRT = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height);

	if (NULL == m_OutRT)
		return;
	
	m_OutRT->retain();

	m_OutRT->getSprite()->setAnchorPoint(ccp(0.5f,0.5f));
	m_OutRT->setPosition(ccp(size.width/2, size.height/2));
	m_OutRT->setAnchorPoint(ccp(0.5f,0.5f));

	//	We need the texture in RenderTexture.
	CCProgressTimer *outNode = CCProgressTimer::progressWithTexture(m_OutRT->getSprite()->getTexture());
	// but it's flipped upside down so we flip the sprite
	outNode->getSprite()->setFlipY(true);

	// fix content scale factor for radial texture
	CCRect rect = CCRectZero;
	rect.size = m_OutRT->getSprite()->getTexture()->getContentSize();
	outNode->getSprite()->setTextureRect(rect, false);
	float scale = 1.0f / CC_CONTENT_SCALE_FACTOR();
	rect.size.width *= scale;
	rect.size.height *= scale;
	outNode->setContentSize(rect.size);

	//	Return the radial type that we want to use
	outNode->setType(radialType());
	outNode->setPercentage(100.f);
	outNode->setPosition(ccp(size.width/2, size.height/2));
	outNode->setAnchorPoint(ccp(0.5f,0.5f));

	// create the blend action
	CCAction * layerAction = CCSequence::actions
	(
		CCProgressFromTo::actionWithDuration(m_fDuration, 100.0f, 0.0f),
		CCEventCall::actionWithTarget(NULL, createEventHandler(this, &CCTransitionScene::_finish)),
		NULL
	);
	// run the blend action
	outNode->runAction(layerAction);

	// add the layer (which contains our two rendertextures) to the scene
	this->addChild(outNode, 2, kSceneRadial);
}
//------------------------------------------------------------------
//
// SpriteProgressBarVarious
//
//------------------------------------------------------------------
void SpriteProgressBarVarious::onEnter()
{
    SpriteDemo::onEnter();

    CCSize s = CCDirector::sharedDirector()->getWinSize();

    CCProgressTo *to = CCProgressTo::create(2, 100);

    CCProgressTimer *left = CCProgressTimer::create(CCSprite::create(s_pPathSister1));
    left->setType(kCCProgressTimerTypeBar);

    //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
    left->setMidpoint(ccp(0.5f, 0.5f));
    //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
    left->setBarChangeRate(ccp(1, 0));
    addChild(left);
    left->setPosition(ccp(100, s.height/2));
    left->runAction(CCRepeatForever::create((CCActionInterval *)to->copy()->autorelease()));

    CCProgressTimer *middle = CCProgressTimer::create(CCSprite::create(s_pPathSister2));
    middle->setType(kCCProgressTimerTypeBar);
    //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
    middle->setMidpoint(ccp(0.5f, 0.5f));
    //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
    middle->setBarChangeRate(ccp(1,1));
    addChild(middle);
    middle->setPosition(ccp(s.width/2, s.height/2));
    middle->runAction(CCRepeatForever::create((CCActionInterval *)to->copy()->autorelease()));

    CCProgressTimer *right = CCProgressTimer::create(CCSprite::create(s_pPathSister2));
    right->setType(kCCProgressTimerTypeBar);
    //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
    right->setMidpoint(ccp(0.5f, 0.5f));
    //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
    right->setBarChangeRate(ccp(0, 1));
    addChild(right);
    right->setPosition(ccp(s.width-100, s.height/2));
    right->runAction(CCRepeatForever::create((CCActionInterval *)to->copy()->autorelease()));
}
Beispiel #20
0
void CCTransitionRadialCCW::onEnter()
{
	CCTransitionScene::onEnter();
	// create a transparent color layer
	// in which we are going to add our rendertextures
	CCSize size = CCDirector::sharedDirector()->getWinSize();

	// create the second render texture for outScene
	CCRenderTexture *outTexture = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height);

	if (NULL == outTexture)
	{
		return;
	}
	
	outTexture->getSprite()->setAnchorPoint(ccp(0.5f,0.5f));
	outTexture->setPosition(ccp(size.width/2, size.height/2));
	outTexture->setAnchorPoint(ccp(0.5f,0.5f));

	// render outScene to its texturebuffer
	outTexture->clear(0,0,0,1);
	outTexture->begin();
	m_pOutScene->visit();
	outTexture->end();

	//	Since we've passed the outScene to the texture we don't need it.
	this->hideOutShowIn();

	//	We need the texture in RenderTexture.
	CCProgressTimer *outNode = CCProgressTimer::progressWithTexture(outTexture->getSprite()->getTexture());
	// but it's flipped upside down so we flip the sprite
	outNode->getSprite()->setFlipY(true);
	//	Return the radial type that we want to use
	outNode->setType(radialType());
	outNode->setPercentage(100.f);
	outNode->setPosition(ccp(size.width/2, size.height/2));
	outNode->setAnchorPoint(ccp(0.5f,0.5f));

	// create the blend action
	CCAction * layerAction = CCSequence::actions
	(
		CCProgressFromTo::actionWithDuration(m_fDuration, 100.0f, 0.0f),
		CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)),
		NULL
	);
	// run the blend action
	outNode->runAction(layerAction);

	// add the layer (which contains our two rendertextures) to the scene
	this->addChild(outNode, 2, kSceneRadial);
}
//------------------------------------------------------------------
//
// SpriteProgressToRadial
//
//------------------------------------------------------------------
void SpriteProgressToRadial::onEnter()
{
    SpriteDemo::onEnter();
    
    CCSize s = CCDirector::sharedDirector()->getWinSize();

    CCProgressTo *to1 = CCProgressTo::create(2, 100);
    CCProgressTo *to2 = CCProgressTo::create(2, 100);

    CCProgressTimer *left = CCProgressTimer::create(CCSprite::create(s_pPathSister1));
    left->setType( kCCProgressTimerTypeRadial );
    addChild(left);
    left->setPosition(CCPointMake(100, s.height/2));
    left->runAction( CCRepeatForever::create(to1));
    
    CCProgressTimer *right = CCProgressTimer::create(CCSprite::create(s_pPathBlock));
    right->setType(kCCProgressTimerTypeRadial);
    // Makes the ridial CCW
    right->setReverseProgress(true);
    addChild(right);
    right->setPosition(CCPointMake(s.width-100, s.height/2));
    right->runAction( CCRepeatForever::create(to2));
}
Beispiel #22
0
bool BattleLayer::init()
{
	if(!CCLayer::init())
		return false;
	
	m_label = CCLabelTTF::create("第1波", "", 40);
	m_label->setPosition(ccp(320,800));
	m_label->retain();
	addChild(m_label);
	
	m_effectLabel = CCLabelTTF::create("", "", 30);
	m_effectLabel->setPosition(ccp(320,750));
	m_effectLabel->setColor(ccc3(255,0,0));
	addChild(m_effectLabel);
	
	m_guardLabel = CCLabelTTF::create("", "", 30);
	m_guardLabel->setPosition(ccp(320,700));
	m_guardLabel->setColor(ccc3(255,255,0));
	addChild(m_guardLabel);
	
	m_enemySprite = CCSprite::create("icons/0020.png");
	m_enemySprite->retain();
	
	CCSprite* hpbg = CCSprite::create("hpbar_bg.png");
	CCProgressTimer* hpbar = CCProgressTimer::create(CCSprite::create("hpbar_fore.png"));
	hpbg->setPosition(ccp(50,100));
	hpbar->setPosition(ccp(50,100));
	hpbar->setType(kCCProgressTimerTypeBar);
	hpbar->setBarChangeRate(ccp(1,0));
	hpbar->setPercentage(100);
	hpbar->setMidpoint(CCPointZero);
	hpbar->setTag(0);
	m_enemySprite->addChild(hpbg);
	m_enemySprite->addChild(hpbar);
	
	
	addChild(m_enemySprite,SpritezOrder::Enemy);
	
	m_cardbattleLayer = CardBattleLayer::create();
	m_cardbattleLayer->retain();
	
	m_setTrapLayer = SetTrapLayer::create();
	addChild(m_setTrapLayer);
	
	m_pauseSprite = CCSprite::create("pause.png");
	m_pauseSprite->setPosition(ccp(590,910));
	addChild(m_pauseSprite);
	
	return true;
}
Beispiel #23
0
CCProgressTimer* CCProgressTimer::create(CCSprite* sp, CCProgressTimerType type)
{
    CCProgressTimer* pProgressTimer = new CCProgressTimer();
    if (pProgressTimer->initWithSprite(sp))
    {
        pProgressTimer->autorelease();
    }
    else
    {
        delete pProgressTimer;
        pProgressTimer = NULL;
    }        
	pProgressTimer->setType(type);
    return pProgressTimer;
}
CCProgressTimer* CCTransitionProgressRadialCW::progressTimerNodeWithRenderTexture(CCRenderTexture* texture)
{
    CCSize size = CCDirector::sharedDirector()->getWinSize();
    
    CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite());
    
    // but it is flipped upside down so we flip the sprite
    pNode->getSprite()->setFlipY(true);
    pNode->setType( kCCProgressTimerTypeRadial );
    
    //    Return the radial type that we want to use
    pNode->setReverseDirection(true);
    pNode->setPercentage(100);
    pNode->setCenterOrigin(ccp(size.width/2, size.height/2));
    
    return pNode;
}
CCProgressTimer* CCTransitionProgressOutIn::progressTimerNodeWithRenderTexture(CCRenderTexture* texture)
{    
    CCSize size = CCDirector::sharedDirector()->getWinSize();
    
    CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite());
    
    // but it is flipped upside down so we flip the sprite
    pNode->getSprite()->setFlipY(true);
    pNode->setType( kCCProgressTimerTypeBar );
    
    pNode->setMidpoint(ccp(0.5f, 0.5f));
    pNode->setBarChangeRate(ccp(1, 1));
    
    pNode->setPercentage(100);
    pNode->setCenterOrigin(ccp(size.width/2, size.height/2));
    
    return pNode;
}
Beispiel #26
0
void ASGame::HeartBar(){
    
    //1.血条
    CCSprite* heartBarSprite = CCSprite::createWithSpriteFrameName("newLifeBar.png");
    CCProgressTimer* heartBar = CCProgressTimer::create(heartBarSprite);
    heartBar->setPosition(ccp(size.width*23.08/80,size.height*85.23/90+winDif*2*alpha*alpha));
    heartBar->setType(kCCProgressTimerTypeBar);
    heartBar->setMidpoint(ccp(0,0.5));
    heartBar->setBarChangeRate(ccp(1, 0));
    heartBar->setPercentage(100);
    addChild(heartBar,4,1*10000000+2222);
    
    //2.生命数字
    string HeartStr = int2string(shengming)  + "/" + int2string(maxShengMing);
    CCLabelTTF* userHeartNumber= CCLabelTTF::create(HeartStr.c_str(), "Arial Rounded MT bold",25);
    userHeartNumber->setPosition(ccp(size.width*26/80,size.height*82/90+winDif*2*alpha*alpha));
    addChild(userHeartNumber,4,1*10000000+2223);
}
Beispiel #27
0
void OptionLayer::skillCoolHandler(CCObject* pSender)
{
    OptionLayer *optionLayer = global->optionLayer;
    UIImageView* skillView = (UIImageView*)pSender;
    global->hero->setAllowMove(false);//动画执行期间角色不可移动
    float SumCD = 10.0f;
    //判断指向对象是否相等来初始化cd时间
    if(optionLayer->getSkill_attack_1() == skillView){
        SumCD = optionLayer->skill_SumCD_1;
        global->hero->RunAttackAction_1();		//执行特殊攻击1动画
    }else if(optionLayer->getSkill_attack_2() == skillView){
        SumCD = optionLayer->skill_SumCD_2;
    }else if(optionLayer->getSkill_attack_3() == skillView){
        SumCD = optionLayer->skill_SumCD_3;
    }else if(optionLayer->getSkill_attack() == skillView){
        SumCD = optionLayer->skill_SumCD_0;
        global->hero->RunAttackAction();		//执行普通攻击动画
    }else if(optionLayer->getBlood_bottle() == skillView){
        SumCD = optionLayer->blood_SumCD;
    }else if(optionLayer->getMagic_bottle() == skillView){
        SumCD = optionLayer->magic_SumCD;
    }
    skillView->setTouchEnabled(false);		//CD开始,禁止本技能使用
    //初始化 cd遮罩
    CCTexture2D *spriteTx = CCTextureCache::sharedTextureCache()->addImage("Skill_UI/cooling_cover.png");
    CCSprite * SkillCover = CCSprite::createWithTexture(spriteTx);
    CCProgressTimer *skillTimer  = CCProgressTimer::create(SkillCover);
    skillTimer->setOpacity(125);							//透明度
    skillTimer->setPosition(skillView->getPosition());//将进度遮罩设置在技能图标位置上
    optionLayer->getSkillUI()->addChild(skillTimer);
    
    skillTimer->setType(kCCProgressTimerTypeRadial);//扇形
    skillTimer->setPercentage(100);
    skillTimer->setReverseProgress(true);
    
    CCProgressTo* cdAction=CCProgressTo::create(SumCD, 100);
    CCCallFuncND* func=CCCallFuncND::create(this, callfuncND_selector(OptionLayer::allowToClick),skillView);//附带skillView参数 方便cd结束后处理
    CCFiniteTimeAction* seq=CCSequence::create(cdAction,func,NULL);
    skillTimer->runAction(seq);
}
Beispiel #28
0
void ASBot::energyBarAnimation(){
    
    //1.显示行动力的圆形底座
    CCSprite* energyBall = CCSprite::createWithSpriteFrameName("newEnergyContainer.png");
    energyBall->setScaleX(-1);
    energyBall->setPosition(ccp(size.width*62.62/80,size.height*3.85/90+winDif*2*alpha*alpha));
    addChild(energyBall,4);
    
    //2.行动力数量
    string perStr = int2string(moveCount);
    CCLabelTTF* per = CCLabelTTF::create(perStr.c_str(),"Arial Rounded MT Bold",32);
    per->setPosition(ccp(size.width*62.3/80,size.height*3.87/90+winDif*2*alpha*alpha));
    addChild(per,5,2*10000000+26);
    
    //3.能量条
    CCSprite* energyBarSprite = CCSprite::createWithSpriteFrameName("newEnergyBar.png");
    CCProgressTimer* energyBar = CCProgressTimer::create(energyBarSprite);
    energyBar->setScaleX(-1);
    energyBar->setPosition(ccp(size.width*71.6/80,size.height*5.89/90+winDif*2*alpha*alpha));
    energyBar->setType(kCCProgressTimerTypeRadial);
    energyBar->setPercentage(moveCount*20);
    addChild(energyBar,4,2*10000000+20);
}
Beispiel #29
0
void CCProgressTimerCreator::setAttribute(CCNode* pNode, const char* strName, const char* strValue, bool bCache)
{
    if(bCache)
        mAttrMap[strName] = strValue;

    else
    {
        CCProgressTimer* pProgressTimer = (CCProgressTimer*)pNode;
        if(strcmp(strName, "file") == 0 || strcmp(strName, "plist") == 0 )
            return;

        if(strcmp(strName, "type") == 0)
            pProgressTimer->setType((CCProgressTimerType)ccXmlAttrParse::toInt(strValue));

        if(strcmp(strName, "percent") == 0)
            pProgressTimer->setPercentage(ccXmlAttrParse::toFloat(strValue));

        if(strcmp(strName, "midpos") == 0)
            pProgressTimer->setMidpoint(ccXmlAttrParse::toPoint(strValue));

        if(strcmp(strName, "rate") == 0)
            pProgressTimer->setBarChangeRate(ccXmlAttrParse::toPoint(strValue));

        if(strcmp(strName, "reverse") == 0)
            pProgressTimer->setReverseProgress(ccXmlAttrParse::toBool(strValue));

        if(strcmp(strName, "anchor") == 0)
            pProgressTimer->setAnchorPoint(ccXmlAttrParse::toPoint(strValue));

        if(strcmp(strName, "color") == 0)
            pProgressTimer->setColor(ccXmlAttrParse::toColor3B(strValue));

        else
            CCNodeRGBACreator::setAttribute(pNode, strName, strValue, bCache);
    }
}
Beispiel #30
0
//碰撞检测
void game_bj::auto_pz(char id)
{
    CCSprite *sprinte_11 = (CCSprite*)getChildByTag(11);
    CCSprite *sprinte_12 = (CCSprite*)getChildByTag(12);
    CCSprite *sprinte_13 = (CCSprite*)getChildByTag(13);
    CCSprite *sprinte_14 = (CCSprite*)getChildByTag(14);
    CCSprite *sprinte_15 = (CCSprite*)getChildByTag(15);

    CCSprite *sprinte_11_a = (CCSprite*)getChildByTag(21);
    CCSprite *sprinte_12_a = (CCSprite*)getChildByTag(22);
    CCSprite *sprinte_13_a = (CCSprite*)getChildByTag(23);
    CCSprite *sprinte_14_a = (CCSprite*)getChildByTag(24);
    CCSprite *sprinte_15_a = (CCSprite*)getChildByTag(25);

    CCSprite *sprinte_11_b = (CCSprite*)getChildByTag(31);
    CCSprite *sprinte_12_b = (CCSprite*)getChildByTag(32);
    CCSprite *sprinte_13_b = (CCSprite*)getChildByTag(33);
    CCSprite *sprinte_14_b = (CCSprite*)getChildByTag(34);
    CCSprite *sprinte_15_b = (CCSprite*)getChildByTag(35);

    CCSprite *sprinte_11_y_a = (CCSprite*)getChildByTag(41);
    CCSprite *sprinte_12_y_a = (CCSprite*)getChildByTag(42);
    CCSprite *sprinte_13_y_a = (CCSprite*)getChildByTag(43);
    CCSprite *sprinte_14_y_a = (CCSprite*)getChildByTag(44);
    CCSprite *sprinte_15_y_a = (CCSprite*)getChildByTag(45);

    CCSprite *sprinte_11_y_b = (CCSprite*)getChildByTag(51);
    CCSprite *sprinte_12_y_b = (CCSprite*)getChildByTag(52);
    CCSprite *sprinte_13_y_b = (CCSprite*)getChildByTag(53);
    CCSprite *sprinte_14_y_b = (CCSprite*)getChildByTag(54);
    CCSprite *sprinte_15_y_b = (CCSprite*)getChildByTag(55);

    for (int ii = 101; ii<=112; ii++)
    {
        CCSprite *sprinte_xxx = (CCSprite*)getChildByTag(ii);
        if(sprinte_xxx)
        {
//        CCLOG("44");
            bool ret_1 = false;
            bool ret_2 = false;
            bool ret_3 = false;
            bool ret_4 = false;
            bool ret_5 = false;

            if(sprinte_11)
            {
                ret_1 = CCRect::CCRectIntersectsRect(sprinte_xxx->boundingBox(), sprinte_11->boundingBox());
            }

            if(sprinte_12)
            {
                ret_2 = CCRect::CCRectIntersectsRect(sprinte_xxx->boundingBox(), sprinte_12->boundingBox());
            }

            if(sprinte_13)
            {
                ret_3 = CCRect::CCRectIntersectsRect(sprinte_xxx->boundingBox(), sprinte_13->boundingBox());
            }

            if(sprinte_14)
            {
                ret_4 = CCRect::CCRectIntersectsRect(sprinte_xxx->boundingBox(), sprinte_14->boundingBox());
            }

            if(sprinte_15)
            {
                ret_5 = CCRect::CCRectIntersectsRect(sprinte_xxx->boundingBox(), sprinte_15->boundingBox());
            }

            if(ret_1)
            {
                CCPoint point = sprinte_11->getPosition();
//            CCLOG("1");
//            this->removeChild(sprinte_11, true);
//            this->removeChild(sprinte_11_a, true);
//            this->removeChild(sprinte_11_b, true);
//            this->removeChild(sprinte_11_y_a, true);
//            this->removeChild(sprinte_11_y_b, true);
                int new_value_11 = game_bj::e_11-10;
                if(new_value_11 <= 0)
                {
                    this->removeChild(sprinte_11, true);
                    this->removeChild(sprinte_11_a, true);
                    this->removeChild(sprinte_11_b, true);
                    this->removeChild(sprinte_11_y_a, true);
                    this->removeChild(sprinte_11_y_b, true);
                    CCProgressTimer *pt = (CCProgressTimer*)getChildByTag(71);
                    if(pt)
                    {
                        this->removeChild(pt, true);
                    }
                    game_bj::e_11 = 100;

                }
                CCProgressTimer *pt = (CCProgressTimer*)getChildByTag(71);
                if(pt)
                {
                    pt->setPercentage(game_bj::e_11);
                    pt->setPosition( ccp(point.x, point.y-20) );
                    pt->setType(kCCProgressTimerTypeBar);
                    CCFiniteTimeAction *action_1 = CCMoveTo::create((7*(point.y-1))/520,ccp(point.x,1));
                    pt->runAction(action_1);

                    CCProgressTo *to = CCProgressTo::actionWithDuration(0.1, new_value_11);
                    pt->runAction(to);
                    game_bj::e_11 = game_bj::e_11-10;
                } else
                {
                    CCSprite *sprinte_11 = (CCSprite*)getChildByTag(11);
                    if(sprinte_11)
                    {
                        CCProgressTimer *pt = CCProgressTimer::progressWithSprite(CCSprite::create("hatchling_exp_02.png"));
                        pt->setPercentage(game_bj::e_11);
                        pt->setPosition( ccp(point.x, point.y-20) );
                        pt->setType(kCCProgressTimerTypeBar);
                        pt->setScale(0.4);
                        pt->setMidpoint(ccp(0,0));
                        pt->setBarChangeRate(ccp(1,0));
                        this->addChild(pt,0,71);
                        CCFiniteTimeAction *action_1 = CCMoveTo::create((7*(point.y-1))/520,ccp(point.x,1));
                        pt->runAction(action_1);

                        CCProgressTo *to = CCProgressTo::actionWithDuration(0.1, new_value_11);
                        pt->runAction(to);
                        game_bj::e_11 = game_bj::e_11-10;
                    }

                }






                CCSprite *item_gb = new CCSprite();
                item_gb->initWithFile("item_coin.png");
                item_gb->setPosition( ccp(point.x, point.y) );
                item_gb->setScale(game_bj::scale);
                this->addChild(item_gb, 0,61);
                CCJumpTo* mJumpTo = CCJumpTo::actionWithDuration(2.0f, ccp(280, 1), 230.0f, 1);
                CCActionInterval*  seq_aa = (CCActionInterval*)(CCSequence::actions(mJumpTo, NULL));
                item_gb->runAction(seq_aa);
            }

            if(ret_2)
            {
                CCPoint point = sprinte_12->getPosition();
                CCLOG("2");
                this->removeChild(sprinte_12, true);
                this->removeChild(sprinte_12_a, true);
                this->removeChild(sprinte_12_b, true);
                this->removeChild(sprinte_12_y_a, true);
                this->removeChild(sprinte_12_y_b, true);
                CCSprite *item_gb = new CCSprite();
                item_gb->initWithFile("item_coin.png");
                item_gb->setPosition( ccp(point.x, point.y) );
                item_gb->setScale(game_bj::scale);
                this->addChild(item_gb, 0,62);
                CCJumpTo* mJumpTo = CCJumpTo::actionWithDuration(2.0f, ccp(280, 1), 230.0f, 1);
                CCActionInterval*  seq_aa = (CCActionInterval*)(CCSequence::actions(mJumpTo, NULL));
                item_gb->runAction(seq_aa);
            }

            if(ret_3)
            {
                CCPoint point = sprinte_13->getPosition();

                int new_value = game_bj::e_13-10;
                CCLOG("%i",new_value);
                if(new_value <= 0)
                {
                    this->removeChild(sprinte_13, true);
                    this->removeChild(sprinte_13_a, true);
                    this->removeChild(sprinte_13_b, true);
                    this->removeChild(sprinte_13_y_a, true);
                    this->removeChild(sprinte_13_y_b, true);
                    CCProgressTimer *pt = (CCProgressTimer*)getChildByTag(73);
                    if(pt)
                    {
                        this->removeChild(pt, true);
                    }
                    game_bj::e_13 = 100;

                }
                CCProgressTimer *pt = (CCProgressTimer*)getChildByTag(73);
                if(pt)
                {
                    pt->setPercentage(game_bj::e_13);
                    pt->setPosition( ccp(point.x, point.y-20) );
                    pt->setType(kCCProgressTimerTypeBar);
                    CCFiniteTimeAction *action_1 = CCMoveTo::create((7*(point.y-1))/520,ccp(point.x,1));
                    pt->runAction(action_1);

                    CCProgressTo *to = CCProgressTo::actionWithDuration(0.1, new_value);
                    pt->runAction(to);
                    game_bj::e_13 = game_bj::e_13-10;
                } else
                {
                    CCSprite *sprinte_13 = (CCSprite*)getChildByTag(13);
                    if(sprinte_13)
                    {
                        CCProgressTimer *pt = CCProgressTimer::progressWithSprite(CCSprite::create("hatchling_exp_02.png"));
                        pt->setPercentage(game_bj::e_13);
                        pt->setPosition( ccp(point.x, point.y-20) );
                        pt->setType(kCCProgressTimerTypeBar);
                        pt->setScale(0.4);
                        pt->setMidpoint(ccp(0,0));
                        pt->setBarChangeRate(ccp(1,0));
                        this->addChild(pt,0,73);
                        CCFiniteTimeAction *action_1 = CCMoveTo::create((7*(point.y-1))/520,ccp(point.x,1));
                        pt->runAction(action_1);

                        CCProgressTo *to = CCProgressTo::actionWithDuration(0.1, new_value);
                        pt->runAction(to);
                        game_bj::e_13 = game_bj::e_13-10;
                    }

                }







                CCSprite *item_gb = new CCSprite();
                item_gb->initWithFile("item_coin.png");
                item_gb->setPosition( ccp(point.x, point.y) );
                item_gb->setScale(game_bj::scale);
                this->addChild(item_gb, 0,63);
                CCJumpTo* mJumpTo = CCJumpTo::actionWithDuration(2.0f, ccp(280, 1), 230.0f, 1);
                CCActionInterval*  seq_aa = (CCActionInterval*)(CCSequence::actions(mJumpTo, NULL));
                item_gb->runAction(seq_aa);
            }

            if(ret_4)
            {
                CCPoint point = sprinte_14->getPosition();
//            CCLOG("4");
//            this->removeChild(sprinte_14, true);
//            this->removeChild(sprinte_14_a, true);
//            this->removeChild(sprinte_14_b, true);
//            this->removeChild(sprinte_14_y_a, true);
//            this->removeChild(sprinte_14_y_b, true);

                int new_value_14 = game_bj::e_14-10;
                if(new_value_14 <= 0)
                {
                    this->removeChild(sprinte_14, true);
                    this->removeChild(sprinte_14_a, true);
                    this->removeChild(sprinte_14_b, true);
                    this->removeChild(sprinte_14_y_a, true);
                    this->removeChild(sprinte_14_y_b, true);
                    CCProgressTimer *pt = (CCProgressTimer*)getChildByTag(74);
                    if(pt)
                    {
                        this->removeChild(pt, true);
                    }
                    game_bj::e_14 = 100;

                }
                CCProgressTimer *pt = (CCProgressTimer*)getChildByTag(74);
                if(pt)
                {
                    pt->setPercentage(game_bj::e_14);
                    pt->setPosition( ccp(point.x, point.y-20) );
                    pt->setType(kCCProgressTimerTypeBar);
                    CCFiniteTimeAction *action_1 = CCMoveTo::create((7*(point.y-1))/520,ccp(point.x,1));
                    pt->runAction(action_1);

                    CCProgressTo *to = CCProgressTo::actionWithDuration(0.1, new_value_14);
                    pt->runAction(to);
                    game_bj::e_14 = game_bj::e_14-10;
                } else
                {
                    CCSprite *sprinte_14 = (CCSprite*)getChildByTag(14);
                    if(sprinte_14)
                    {
                        CCProgressTimer *pt = CCProgressTimer::progressWithSprite(CCSprite::create("hatchling_exp_02.png"));
                        pt->setPercentage(game_bj::e_14);
                        pt->setPosition( ccp(point.x, point.y-20) );
                        pt->setType(kCCProgressTimerTypeBar);
                        pt->setScale(0.4);
                        pt->setMidpoint(ccp(0,0));
                        pt->setBarChangeRate(ccp(1,0));
                        this->addChild(pt,0,74);
                        CCFiniteTimeAction *action_1 = CCMoveTo::create((7*(point.y-1))/520,ccp(point.x,1));
                        pt->runAction(action_1);

                        CCProgressTo *to = CCProgressTo::actionWithDuration(0.1, new_value_14);
                        pt->runAction(to);
                        game_bj::e_14 = game_bj::e_14-10;
                    }

                }



                CCSprite *item_gb = new CCSprite();
                item_gb->initWithFile("item_coin.png");
                item_gb->setPosition( ccp(point.x, point.y) );
                item_gb->setScale(game_bj::scale);
                this->addChild(item_gb, 0,64);
                CCJumpTo* mJumpTo = CCJumpTo::actionWithDuration(2.0f, ccp(280, 1), 230.0f, 1);
                CCActionInterval*  seq_aa = (CCActionInterval*)(CCSequence::actions(mJumpTo, NULL));
                item_gb->runAction(seq_aa);
            }

            if(ret_5)
            {
                CCPoint point = sprinte_15->getPosition();
                CCLOG("5");
                this->removeChild(sprinte_15, true);
                this->removeChild(sprinte_15_a, true);
                this->removeChild(sprinte_15_b, true);
                this->removeChild(sprinte_15_y_a, true);
                this->removeChild(sprinte_15_y_b, true);
                CCSprite *item_gb = new CCSprite();
                item_gb->initWithFile("item_coin.png");
                item_gb->setPosition( ccp(130, 340) );
                item_gb->setScale(game_bj::scale);
                this->addChild(item_gb, 0,64);
                CCJumpTo* mJumpTo = CCJumpTo::actionWithDuration(2.0f, ccp(280, 1), 230.0f, 1);
                CCActionInterval*  seq_aa = (CCActionInterval*)(CCSequence::actions(mJumpTo, NULL));
                item_gb->runAction(seq_aa);
            }


            CCPoint a = sprinte_xxx->getPosition();
            if( a.y>=477)
            {
                this->removeChild(sprinte_xxx, true);
                if(ii==101)
                {
                    game_bj::a=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("a", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==102)
                {
                    game_bj::b=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("b", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==103)
                {
                    game_bj::c=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("c", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==104)
                {
                    game_bj::d=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("d", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==105)
                {
                    game_bj::e=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("e", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==106)
                {
                    game_bj::f=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("f", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==107)
                {
                    game_bj::g=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("g", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==108)
                {
                    game_bj::h=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("h", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==109)
                {
                    game_bj::i=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("i", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==110)
                {
                    game_bj::j=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("j", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==111)
                {
                    game_bj::k=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("k", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==112)
                {
                    game_bj::l=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("l", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                }
            }
        }
    }


    for (int i=11; i<=15; i++)
    {
        CCSprite *sprinte_yyy = (CCSprite*)getChildByTag(i);
        CCSprite *sprinte_yyy_a = (CCSprite*)getChildByTag(i+10);
        CCSprite *sprinte_yyy_b = (CCSprite*)getChildByTag(i+20);
        CCSprite *sprinte_yyy_y_a = (CCSprite*)getChildByTag(i+30);
        CCSprite *sprinte_yyy_y_b = (CCSprite*)getChildByTag(i+40);
        CCSprite *sprinte_item_gb = (CCSprite*)getChildByTag(i+50);
        CCSprite *sprinte_pt = (CCSprite*)getChildByTag(i+60);
        if(sprinte_yyy)
        {
            CCPoint a = sprinte_yyy->getPosition();
            if( a.y <= 10)
            {
                this->removeChild(sprinte_yyy, true);
            }
        }
        if(sprinte_yyy_a)
        {
            CCPoint a = sprinte_yyy_a->getPosition();
            if( a.y <= 10)
            {
                this->removeChild(sprinte_yyy_a, true);
            }
        }
        if(sprinte_yyy_b)
        {
            CCPoint a = sprinte_yyy_b->getPosition();
            if( a.y <= 10)
            {
                this->removeChild(sprinte_yyy_b, true);
            }
        }
        if(sprinte_yyy_y_a)
        {
            CCPoint a = sprinte_yyy_y_a->getPosition();
            if( a.y <= 10)
            {
                this->removeChild(sprinte_yyy_y_a, true);
            }
        }
        if(sprinte_yyy_y_b)
        {
            CCPoint a = sprinte_yyy_y_b->getPosition();
            if( a.y <= 10)
            {
                this->removeChild(sprinte_yyy_y_b, true);
            }
        }
        if(sprinte_item_gb)
        {
            CCPoint a = sprinte_item_gb->getPosition();
            if( a.y <= 10)
            {
                this->removeChild(sprinte_item_gb, true);
            }
        }
        if(sprinte_pt)
        {
            CCPoint a = sprinte_pt->getPosition();
            if( a.y <= 10)
            {
                this->removeChild(sprinte_pt, true);
                game_bj::e_11 = 100;
                game_bj::e_12 = 100;
                game_bj::e_13 = 100;
                game_bj::e_14 = 100;
                game_bj::e_15 = 100;
            }
        }
    }


}