bool UILoadingBarTest_Right::init() { if (UIScene::init()) { scheduleUpdate(); CCSize widgetSize = m_pWidget->getSize(); // Add the alert UILabel *alert = UILabel::create(); alert->setText("LoadingBar right"); 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->setDirection(LoadingBarTypeRight); 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; }
bool UILoadingBarTest_Right_Scale9::init() { if (UIScene::init()) { scheduleUpdate(); CCSize widgetSize = m_pWidget->getSize(); // Add the alert UILabel *alert = UILabel::create(); alert->setText("LoadingBar right 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->setDirection(LoadingBarTypeRight); 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; }
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; }