[iphone-cocos2d]关于Loading的若干处理和讨论
2010-05-05 17:13
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找了些关于loading的资源,贴出来慢慢看。var should be comprised between 0 and 1. You definitely don't have to use an animation nor the setDisplayFrame function.
(id) init
{
self = [super init];
if ( self )
{
// Add the Label (in cocos2D universe)
BitmapFontAtlas *label = [BitmapFontAtlas
bitmapFontAtlasWithString: @"Initializing Game"
fntFile: @"comic_atlas.fnt"
alignment: UITextAlignmentCenter];
label.position = ccp(240, 160);
label.opacity = 0;
[self addChild: label z: 0 tag: kInitializingLabel];
// Add the UIActivityIndicatorView (in UIKit universe)
self.activityIndicatorView = [[[UIActivityIndicatorView alloc]
initWithActivityIndicatorStyle:
UIActivityIndicatorViewStyleWhiteLarge] autorelease];
activityIndicatorView.center = ccp(190,240);
[activityIndicatorView startAnimating];
[[self battleView] addSubview: activityIndicatorView];
[self schedule: @selector(loadingInit)];
// At this point, the cocos2d rendering is fine.
}
return self;
}
- (void) loadingInit
{
[self unschedule: @selector(loadingInit)];
// Fade in nicely
BitmapFontAtlas *label = (BitmapFontAtlas*)[self getChildByTag: kInitializingLabel];
[label runAction: [FadeIn actionWithDuration: .25]];
[self schedule: @selector(loadingStep0) interval: .25];
}
- (void) loadingStep0
{
[self unschedule: @selector(loadingStep0)];
// Add you own code to load texture, sounds etc...
// The cocos2D thread will be waiting (since it's the same as
the main thread) but the UIKit thread will keep running in parallel
// Can do multiple steps or just one
[self schedule: @selector(loadingStep1) interval: .5];
}
- (void) loadingStep1
{
[self unschedule: @selector(loadingStep1)];
// Add you own code to load texture, sounds etc...
[self schedule: @selector(loadingDone) interval: .1];
}
- (void) loadingDone
{
gameIsReady = YES;
[self.activityIndicatorView removeFromSuperview];
BitmapFontAtlas *label = (BitmapFontAtlas*)[self getChildByTag: kInitializingLabel];
[label setString: NSLocalizedString(@"Tap to start!", nil)];
[label runAction: [RepeatForever actionWithAction:
[Sequence actionOne: [EaseInOut actionWithAction:
[MoveTo actionWithDuration: .6 position: ccp(210, 160)] rate: 2]
two: [EaseInOut actionWithAction:
[MoveTo actionWithDuration: .6 position: ccp(270, 160)] rate: 2]
]
]
];
}
- (BOOL)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
if ( gameIsReady )
{
[self openGame];
}
return kEventHandled;
}
2。
CGRect texRect = CGRectMake( (barPngWidth/2)*(1-loadPercentage), 0, barPngWidth/2, barPngHeight);
[barAtlasSprite setTextureRect:textRect];
My [code]loadPercentage
3。http://stackoverflow.com/questions/1133123/multi-threaded-opengl-programming-in-cocos2d-iphone
[/code]
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