bool UILoadingBarTest_Left::init() { if (UIScene::init()) { scheduleUpdate(); CCSize widgetSize = m_pWidget->getSize(); // Add the alert UILabel *alert = UILabel::create(); alert->setText("LoadingBar left"); alert->setFontName("Marker Felt"); alert->setFontSize(30); alert->setColor(ccc3(159, 168, 176)); alert->setPosition(ccp(widgetSize.width / 2.0f, widgetSize.height / 2.0f - alert->getSize().height * 1.75)); m_pUiLayer->addWidget(alert); // Create the loading bar UILoadingBar* loadingBar = UILoadingBar::create(); loadingBar->setName("LoadingBar"); loadingBar->loadTexture("cocosui/sliderProgress.png"); loadingBar->setPercent(0); loadingBar->setPosition(ccp(widgetSize.width / 2.0f, widgetSize.height / 2.0f + loadingBar->getSize().height / 4.0f)); m_pUiLayer->addWidget(loadingBar); return true; } return false; }
void HelloWorld::update(float delta) { if(m_bStart) { CCArmature *pHero = (CCArmature*)(m_pGameScene->getChildByTag(10005)->getComponent("CCArmature")->getNode()); pHero->getParent()->setPositionX(pHero->getParent()->getPositionX() + m_fSpeed); CCArmature *pEnemy = (CCArmature*)(m_pGameScene->getChildByTag(10006)->getComponent("CCArmature")->getNode()); if(ccpDistance(ccp(pHero->getParent()->getPositionX(), 0), ccp(pEnemy->getParent()->getPositionX(), 0)) < m_fAttackDis) { pHero->getAnimation()->play("attack"); pHero->getAnimation()->setMovementEventCallFunc(this, movementEvent_selector(HelloWorld::animationEvent)); m_bStart = false; } } if(m_bDead) { CCComRender *pUIRender = static_cast<CCComRender*>(m_pGameScene->getChildByTag(10007)->getComponent("GUIComponent")); UILayer *pUILayer = static_cast<UILayer*>(pUIRender->getNode()); UILoadingBar *pHPLoadingBar = static_cast<UILoadingBar*>(pUILayer->getWidgetByName("hp02_LoadingBar")); UILoadingBar *pMPLoadingBar = static_cast<UILoadingBar*>(pUILayer->getWidgetByName("mp02_LoadingBar")); pHPLoadingBar->setPercent(m_fPercentage); pMPLoadingBar->setPercent(m_fPercentage); m_fPercentage -= 2.0f; if (m_fPercentage < 0.0f) { unscheduleUpdate(); } } }
bool UILoadingBarTest::init() { if (UIScene::init()) { scheduleUpdate(); CCSize screenSize = CCDirector::sharedDirector()->getWinSize(); // Add the alert UILabel *alert = UILabel::create(); alert->setText("LoadingBar"); alert->setFontName("Marker Felt"); alert->setFontSize(30); alert->setColor(ccc3(159, 168, 176)); // alert->setPosition(ccp(screenSize.width / 2.0f, screenSize.height / 2.0f - alert->getRect().size.height * 1.75)); m_pUiLayer->addWidget(alert); // Create the loading bar UILoadingBar* loadingBar = UILoadingBar::create(); loadingBar->setName("LoadingBar"); loadingBar->loadTexture("cocosgui/sliderProgress.png"); // loadingBar->setPosition(ccp(screenSize.width / 2.0f, screenSize.height / 2.0f + loadingBar->getRect().size.height / 4.0f)); m_pUiLayer->addWidget(loadingBar); return true; } return false; }
UILoadingBar* UILoadingBar::create() { UILoadingBar* widget = new UILoadingBar(); if (widget && widget->init()) { return widget; } CC_SAFE_DELETE(widget); return NULL; }
bool UILoadingBarTest_Left_Scale9::init() { if (UIScene::init()) { scheduleUpdate(); CCSize widgetSize = m_pWidget->getSize(); // Add the alert UILabel *alert = UILabel::create(); alert->setText("LoadingBar left scale9 render"); alert->setFontName("Marker Felt"); alert->setFontSize(20); alert->setColor(ccc3(159, 168, 176)); alert->setPosition(ccp(widgetSize.width / 2.0f, widgetSize.height / 2.0f - alert->getSize().height * 2.7)); m_pUiLayer->addWidget(alert); // Create the loading bar UILoadingBar* loadingBar = UILoadingBar::create(); loadingBar->setName("LoadingBar"); loadingBar->loadTexture("cocosui/slider_bar_active_9patch.png"); loadingBar->setScale9Enabled(true); loadingBar->setCapInsets(CCRectMake(0, 0, 0, 0)); /*===*/ loadingBar->setSize(CCSizeMake(300, loadingBar->getContentSize().height)); /*=*/ loadingBar->setPercent(0); loadingBar->setPosition(ccp(widgetSize.width / 2.0f, widgetSize.height / 2.0f + loadingBar->getSize().height / 4.0f)); m_pUiLayer->addWidget(loadingBar); return true; } return false; }
void UILoadingBarTest_Left::update(float delta) { m_nCount++; if (m_nCount > 100) { m_nCount = 0; } UILoadingBar* loadingBar = dynamic_cast<UILoadingBar*>(m_pUiLayer->getWidgetByName("LoadingBar")); loadingBar->setPercent(m_nCount); }
UILoadingBar* UILoadingBar::create() { UILoadingBar* widget = new UILoadingBar(); if (widget && widget->init()) { widget->autorelease(); return widget; } CC_SAFE_DELETE(widget); return nullptr; }
bool FightingScene::init() { if (!CCLayer::init()) { return false; } visibleSize = CCDirector::sharedDirector()->getVisibleSize(); fightingMap = new FightingMap(); fightingMap->tiledMap->setPosition(ccp(0, 0)); addChild(fightingMap->tiledMap); // 将领 CCPoint formationGeneralPositions[3][3] = { {ccp(417, 426), ccp(288, 426), ccp(156, 426)}, {ccp(417, 296), ccp(288, 296), ccp(156, 296)}, {ccp(417, 164), ccp(288, 164), ccp(156, 164)} }; for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { if (formationGeneral[j][i] == false) { continue; } GeneralSprite gs = formationManager->generalSpriteArray[j][i]; if (gs.general == NULL) { continue; } if (gs.general->isFormation == false) { continue; } Monster* monster = gs.general; gs.general->creatArmature(); monster->setPosition(ccp(formationGeneralPositions[j][i].x, formationGeneralPositions[j][i].y)); monster->setOriginalPosition(monster->position); monster->armature->setPosition(monster->position); monster->setDirectionEXT(RIGHT, DIRECTION_NONE); monster->setAction(STAND); addChild(monster->armature); // 血量条 monster->uiBloodLayer = UILayer::create(); UILayout* bloodRoot = dynamic_cast<UILayout*>(GUIReader::shareReader()->widgetFromJsonFile("ui/UIBlood.ExportJson")); monster->uiBloodLayer->addWidget(bloodRoot); UILoadingBar* bloodLoadingBar = dynamic_cast<UILoadingBar*>(monster->uiBloodLayer->getWidgetByName("BloodLoadingBar")); UILoadingBar* angerLoadingBar = dynamic_cast<UILoadingBar*>(monster->uiBloodLayer->getWidgetByName("AngerLoadingBar")); angerLoadingBar->setPercent(0); monster->uiBloodLayer->setPosition(ccp(-50, 80)); monster->armature->addChild(monster->uiBloodLayer); monster->setFightingMap(fightingMap); monster->setIsAi(true); monster->setIsFriend(true); monsterFriendVector.push_back(monster); monsterFriendArray[j][i] = monster; StateMachine* stateMachine = new StateMachine(monster); monster->setStateMachine(stateMachine); } } // 小兵 CCPoint formationSoldierPositions[3][3] = { {ccp(742, 426), ccp(874, 426), ccp(1003, 426)}, {ccp(742, 296), ccp(874, 296), ccp(1003, 296)}, {ccp(742, 164), ccp(874, 164), ccp(1003, 164)} }; vector<string> armyVector = chapterManager->getArmyVector(); int k = 0; for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { if (formationSoldier[j][i] == false) { continue; } if (armyVector.size() == k) { continue; } Solider* solider = new Solider(atoi(armyVector[k++].c_str()));; solider->creatArmature(); Monster* monster = solider; monster->setPosition(ccp(formationSoldierPositions[j][i].x, formationSoldierPositions[j][i].y)); monster->armature->setPosition(monster->position); monster->setOriginalPosition(monster->position); monster->setDirectionEXT(RIGHT, DIRECTION_NONE); monster->setAction(STAND); monster->armature->setScaleX(-1); addChild(monster->armature); // 血量条 monster->uiBloodLayer = UILayer::create(); UILayout* bloodRoot = dynamic_cast<UILayout*>(GUIReader::shareReader()->widgetFromJsonFile("ui/UIBlood.ExportJson")); monster->uiBloodLayer->addWidget(bloodRoot); UILoadingBar* bloodLoadingBar = dynamic_cast<UILoadingBar*>(monster->uiBloodLayer->getWidgetByName("BloodLoadingBar")); UILoadingBar* angerLoadingBar = dynamic_cast<UILoadingBar*>(monster->uiBloodLayer->getWidgetByName("AngerLoadingBar")); bloodLoadingBar->setDirection(LoadingBarTypeRight); angerLoadingBar->setDirection(LoadingBarTypeRight); angerLoadingBar->setPercent(0); monster->uiBloodLayer->setPosition(ccp(-50, 80)); monster->armature->addChild(monster->uiBloodLayer); monster->setFightingMap(fightingMap); monster->setIsAi(true); monster->setIsFriend(false); monsterEnemyVector.push_back(monster); monsterEnemyArray[j][i] = monster; StateMachine* stateMachine = new StateMachine(monster); monster->setStateMachine(stateMachine); } } qianJunPoZhanEffect = new Effect(QIAN_JUN_PO); qianJunPoZhanEffect->armature->setVisible(false); addChild(qianJunPoZhanEffect->armature); fenNuYiJiEffect = new Effect(FEN_NU_YI_JI); fenNuYiJiEffect->armature->setVisible(false); addChild(fenNuYiJiEffect->armature); liZhanEffect = new Effect(LI_ZHAN); liZhanEffect->armature->setVisible(false); addChild(liZhanEffect->armature); // 敏捷值排序[占位点排序] for (int i = 0; i < monsterEnemyVector.size(); i++) { monsterAgilityVector.push_back(monsterEnemyVector[i]); } for (int i = 0; i < monsterFriendVector.size(); i++) { monsterAgilityVector.push_back(monsterFriendVector[i]); } for (int i = 0; i < monsterAgilityVector.size(); i++) { for (int j = 0; j < monsterAgilityVector.size(); j++) { if (monsterAgilityVector[i]->minJie > monsterAgilityVector[j]->minJie) { Monster* sprite = monsterAgilityVector[i]; monsterAgilityVector[i] = monsterAgilityVector[j]; monsterAgilityVector[j] = sprite; } } } setKeypadEnabled(true); return true; }