示例#1
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);

}
示例#2
0
//------------------------------------------------------------------
//
// 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()));
}
示例#3
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));
}
示例#4
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;
}
void
MCSkillBarItem::coldTimeDidFinish(CCObject *anObject)
{
    CCProgressTimer *progressTimer = dynamic_cast<CCProgressTimer *>(anObject);
    
    progressTimer->removeFromParentAndCleanup(true);
    setOpacity(kMCSkillBarItemActiveSkillOpacity);
}
示例#6
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;
}
示例#7
0
void ASBot::changeEnergyBarAnimation(int _dif){
    
    CCProgressTimer* energyBar = (CCProgressTimer*)this->getChildByTag(2*10000000+20);
    int percentage = energyBar->getPercentage();
    
    CCProgressFromTo* action = CCProgressFromTo::create(0.015*(abs(moveCount*100/moveToFight-percentage)), percentage, moveCount*100/moveToFight);
    CCSequence* seq = CCSequence::create(action,NULL);
    energyBar->runAction(seq);
}
示例#8
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;
}
示例#9
0
void CCProgressTimerCreator::endNode(CCNode* pNode)
{
    CCProgressTimer* pProgressTimer = (CCProgressTimer*)pNode;
    if(FIND_OBJ_BYKEY(mAttrMap, "file"))
        pProgressTimer->initWithSprite(CCSprite::create(mAttrMap["file"].c_str()));
    else if(FIND_OBJ_BYKEY(mAttrMap, "plist"))
        pProgressTimer->initWithSprite(CCSprite::createWithSpriteFrameName(mAttrMap["plist"].c_str()));

    CCNodeCreator::setAttribute(pNode);
}
示例#10
0
CCProgressTimer* CCProgressTimerCreator::createNode()
{
    CCProgressTimer* pProgressTimer = new CCProgressTimer();
    if(pProgressTimer)
    {
        pProgressTimer->autorelease();
        return pProgressTimer;
    }
    CC_SAFE_DELETE(pProgressTimer);
    return NULL;
}
示例#11
0
//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));  
}  
示例#12
0
void LoadingLayer::loadCallBack(CCObject* ped)
{
    loadingNum++;
    CCProgressTimer* pt = (CCProgressTimer*)this->getChildByTag(1);
    //float now = pt->getPercentage();
    pt->setPercentage(loadingNum/totalNum);
    if(loadingNum < totalNum){
	CCLOG("loading...");
    }else{
	CCLOG("loading over");
    }
}
示例#13
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;
}
示例#14
0
void CCProgressTo::startWithTarget(CCNode* pTarget)
{
	CCProgressTimer* progressTimer = dynamic_cast<CCProgressTimer*>(pTarget);
	if (progressTimer)
	{
    	CCActionInterval::startWithTarget(pTarget);
	    m_fFrom = progressTimer->getPercentage();
    	// XXX: Is this correct ?
    	// Adding it to support CCRepeat
    	if (m_fFrom == 100)
    	{
			m_fFrom = 0;
    	}
	}
}
void
MCSkillBarItem::intoColdTime()
{
    CCSprite *coldSprite = CCSprite::create(kMCColdTimeSkillIconFilepath);
    CCProgressTimer *progressTimer = CCProgressTimer::create(coldSprite);
    
    progressTimer->setReverseProgress(true);
    progressTimer->setAnchorPoint(CCPointZero);
    addChild(progressTimer);
    
    setOpacity(kMCSkillBarItemColdTimeOpacity);
    progressTimer->runAction(CCSequence::createWithTwoActions(CCProgressFromTo::create(skill_->coldTime, 100.f, 0.0f),
                                                              CCCallFuncO::create(this,
                                                                                  callfuncO_selector(MCSkillBarItem::coldTimeDidFinish),
                                                                                  progressTimer)));
}
示例#16
0
void ASGame::changeHeart(int _shengming,int _source){
    
    shengming += _shengming;
    if (shengming<=0)
        shengming = 0;
    
    //1.血条
    CCProgressTimer* heartBar = (CCProgressTimer*)this->getChildByTag(1*10000000+2222);
    CCProgressFromTo* action = CCProgressFromTo::create(0.5, heartBar->getPercentage(), (float)shengming/(float)maxShengMing*100);
    heartBar->runAction(action);
    if ((float)shengming <= 0.4*(float)maxShengMing){
        heartBar->getSprite()->setColor(ccc3(237, 45, 37));
        
        if(!MainUser->muted){
            CocosDenshion::SimpleAudioEngine::sharedEngine()->stopEffect(heartSoundEffect);
            heartSoundEffect = CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("noHeart.wav", true);
        }
    }else{
        heartBar->getSprite()->setColor(ccc3(255, 255, 255));
        if(!MainUser->muted)
            CocosDenshion::SimpleAudioEngine::sharedEngine()->stopEffect(heartSoundEffect);
    }
    
    //2.生命数字
    string HeartStr = int2string(shengming)  + "/" + int2string(maxShengMing);
    CCLabelTTF* heartLabel = (CCLabelTTF*)this->getChildByTag(playerNumber*10000000+2223);
    heartLabel->setString(HeartStr.c_str());

    //3.判断胜利条件
    if (shengming == 0 && !((GameBaseClass*)getParent())->gameover){
        ((GameBaseClass*)getParent())->gameover = true;
        //1.禁用各种按钮
        CCMenu* skillMenu = (CCMenu*)this->getChildByTag(1*10000000+27);
        CCMenu* optionMenu = (CCMenu*)this->getChildByTag(1*10000000+12);
        CCMenu* itemMenu = (CCMenu*)this->getChildByTag(1*10000000+77776);
        skillMenu->setTouchEnabled(false);
        optionMenu->setTouchEnabled(false);
        itemMenu->setTouchEnabled(false);
        
        //2.停止所有监听
        unscheduleAllSelectors();
        bot2->unscheduleAllSelectors();
        
        //3.结束页面
        ((GameBaseClass*)getParent())->GameResult(1);
    }
}
示例#17
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);
}
bool ControlEngine::initProgressIndicator( int tag, cocos2d::CCPoint point, cocos2d::CCPoint anchor )
{
    CCSprite* progressIndicatorSprite = CCSprite::create( this->getProgressIndicatorName().getCString() );
    if( progressIndicatorSprite )
    {
        CCProgressTimer* progressIndicator = CCProgressTimer::create( progressIndicatorSprite );
        if( progressIndicator )
        {
            progressIndicator->ignoreAnchorPointForPosition( false );
            progressIndicator->setAnchorPoint( anchor );
            progressIndicator->setPosition( point );
            this->addChild( progressIndicator, Child::Z::progressIndicator, tag );
            return true;
        }
    }
    return false;
}
示例#19
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;
}
示例#20
0
void CNFRockerLayer::OnSkillPublicCallBack()
{
	do 
	{
		//遍历按钮,隐藏公共CD
		for (int i=enTagBtnSkill1;i<=enTagBtnSkill5;i++)
		{
			CCProgressTimer* pProgress = dynamic_cast<CCProgressTimer *>(getChildByTag(i+200));
			CC_BREAK_IF(pProgress==NULL);
			pProgress->setVisible(false);	
		}

		//公共CD结束
		m_bIsPublicCD = false;

		return ;
	} while (false);
	CCLog("Fun CNFRockerLayer::OnSkillPublicCallBack Error!");
}
// CCTransitionProgress
void CCTransitionProgress::onEnter()
{
    CCTransitionScene::onEnter();

    setupTransition();
    
    // 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 *texture = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height);
    texture->getSprite()->setAnchorPoint(ccp(0.5f,0.5f));
    texture->setPosition(ccp(size.width/2, size.height/2));
    texture->setAnchorPoint(ccp(0.5f,0.5f));

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


    //    Since we've passed the outScene to the texture we don't need it.
    if (m_pSceneToBeModified == m_pOutScene)
    {
        hideOutShowIn();
    }
    //    We need the texture in RenderTexture.
    CCProgressTimer *pNode = progressTimerNodeWithRenderTexture(texture);

    // create the blend action
    CCActionInterval* layerAction = (CCActionInterval*)CCSequence::create(
        CCProgressFromTo::create(m_fDuration, m_fFrom, m_fTo),
        CCCallFunc::create(this, callfunc_selector(CCTransitionProgress::finish)), 
        NULL);
    // run the blend action
    pNode->runAction(layerAction);

    // add the layer (which contains our two rendertextures) to the scene
    addChild(pNode, 2, kCCSceneRadial);
}
示例#22
0
void BattleLayer::nextEnemyGroup()
{
	if(m_curEnemy == 2)
	{
		Game::getInstance()->getGameScene()->setActiveLayer(GameScene::Layer_Result_Win);
		return;
	}
	
	m_curTile = m_terrain->getTileByID(0);
	m_enemySprite->setPosition(m_curTile->getPosition());
	CCProgressTimer* bar = (CCProgressTimer*)m_enemySprite->getChildByTag(0);
	bar->setPercentage(100);
	m_curEnemy++;
	std::stringstream ss;
	ss << "第" << m_curEnemy+1 << "波";
	m_label->setString(ss.str().c_str());
	
	m_preventEnemyBuff = 0;

	fight();
}
示例#23
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;
}
示例#24
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;
}
示例#25
0
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;
}
示例#26
0
void ASGame::changeEnergyBarAnimation(int _dif){
    
    CCProgressTimer* energyBar = (CCProgressTimer*)this->getChildByTag(playerNumber*10000000+20);
    CCProgressTimer* attackButton = (CCProgressTimer*)this->getChildByTag(1*10000000+25);
    int percentage = energyBar->getPercentage();

    //1.上方行动力槽
    CCProgressFromTo* action = CCProgressFromTo::create(0.015*(abs(moveCount*100/moveToFight-percentage)), percentage, moveCount*100/moveToFight);
    energyBar->runAction(action);

    //2.下方攻击按钮槽
    CCProgressFromTo* action1 = CCProgressFromTo::create(0.015*(abs(moveCount*100/moveToFight-percentage)), percentage, moveCount*100/moveToFight);
    attackButton->runAction(action1);
    
    //3.能量条盖子
    /*
     CCSprite* energyBarCover = (CCSprite*)this->getChildByTag(player 28);
     energyBarCover->setOpacity(255);
     float tmpScale = (sqrt(pow(107, 2) - pow((abs((int)(107-_pixel))),2))*2)/214;
     energyBarCover->setScale(tmpScale);
     energyBarCover->setPosition(ccp(size.width*179/200, size.height/13.5 - (215-_pixel)/2*tmpScale));
     */
}
示例#27
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);
}
示例#28
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);
}
示例#29
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;
}
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->setPosition(ccp(size.width/2, size.height/2));
    pNode->setAnchorPoint(ccp(0.5f,0.5f));
    
    return pNode;
}