ProgressTimer* TransitionProgressRadialCW::progressTimerNodeWithRenderTexture(RenderTexture* texture) { Size size = Director::getInstance()->getWinSize(); ProgressTimer* node = ProgressTimer::create(texture->getSprite()); // but it is flipped upside down so we flip the sprite node->getSprite()->setFlippedY(true); node->setType( ProgressTimer::Type::RADIAL ); // Return the radial type that we want to use node->setReverseDirection(true); node->setPercentage(100); node->setPosition(Vector2(size.width/2, size.height/2)); node->setAnchorPoint(Vector2(0.5f,0.5f)); return node; }
ProgressTimer* TransitionProgressOutIn::progressTimerNodeWithRenderTexture(RenderTexture* texture) { Size size = Director::getInstance()->getWinSize(); ProgressTimer* node = ProgressTimer::create(texture->getSprite()); // but it is flipped upside down so we flip the sprite node->getSprite()->setFlippedY(true); node->setType( ProgressTimer::Type::BAR ); node->setMidpoint(Vector2(0.5f, 0.5f)); node->setBarChangeRate(Vector2(1, 1)); node->setPercentage(100); node->setPosition(Vector2(size.width/2, size.height/2)); node->setAnchorPoint(Vector2(0.5f,0.5f)); return node; }