cocos2dx3.x《格斗》类游戏加载界面(一)
2017-06-26 15:57
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最终呈现的效果图如下:
cocos2dx版本:cocos2d-x3.8
IDE版本:VS2013
首先使用cocos命令创建项目:
双击它
新建一个场景 LoadingScene
LoadingScene.h文件定义如下
init方法的实现内容,基本上就是添加图片。
再看LoadRec()方法,实现如下:
关于ArmatureDataManager类运用,首先添加头文件。
下面是回调函数:
最后再来看看这个setPro方法,也就是设置进度条进度。
后续将完成人物选择界面。待续中。。。。。。
cocos2dx版本:cocos2d-x3.8
IDE版本:VS2013
首先使用cocos命令创建项目:
cocos new GeDou -p com.zhenqi.game -l cpp -d F:\cocos2d-xProject
双击它
新建一个场景 LoadingScene
LoadingScene.h文件定义如下
#ifndef __LOADING_SCENE_H__ #define __LOADING_SCENE_H__ #include "ui/CocosGUI.h" #include "cocos2d.h" USING_NS_CC; class Loading : public Layer { public: static Scene* createScene(); virtual bool init(); //设置进度条 void SetPro(float fRate); //资源预加载 void LoadRec(); //资源预加载回调函数 void OnLoadArmatureData(float percent); //资源加载回调 void OnLoadRecCallBack(Object *pObj); CREATE_FUNC(Loading); protected: int m_nLoadRecNum; //资源加载数 int m_nLoadRecTotalNum; //资源加载总数 ui::LoadingBar* pProLoadRec; //进度条 };
init方法的实现内容,基本上就是添加图片。
bool Loading::init() { if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); Size size = Director::getInstance()->getWinSize(); /************************************************************************/ /* 背景图片 */ /************************************************************************/ //人物图片 auto pPersonBg = Sprite::create("ui/loading_bg.png"); pPersonBg->setPosition(ccp(size.width*0.5f, size.height*0.5f)); addChild(pPersonBg, 100); //创建logo图 auto pLogo = Sprite::create("ui/logo_bg.png"); pLogo->setScale(0.95f); pLogo->setPosition(ccp(size.width*0.5f, 410)); addChild(pLogo, 100); /************************************************************************/ /* 进度条 */ /************************************************************************/ //创建加载进度条背景 auto pProBg = Sprite::create("ui/loading_progress_bg.png"); pProBg->setPosition(ccp(size.width*0.5f, 100)); addChild(pProBg, 100000); pProLoadRec = ui::LoadingBar::create("ui/loading_progress_bar.png"); pProLoadRec->setPosition(pProBg->getPosition()); pProLoadRec->setDirection(ui::LoadingBar::Direction::LEFT); pProLoadRec->setPercent(0); addChild(pProLoadRec, 100001, 1);//同时设置Tag值为1 auto pLight = Sprite::create("ui/loading_progress_light.png"); addChild(pLight, 300000, 2); pLight->setPosition(ccp(pProLoadRec->getPositionX() - pProLoadRec->getContentSize().width*0.5f, pProLoadRec->getPositionY())); m_nLoadRecNum = 0; m_nLoadRecTotalNum = 16; //预加载本层资源 LoadRec(); return true; }
再看LoadRec()方法,实现如下:
关于ArmatureDataManager类运用,首先添加头文件。
#include "cocostudio/CocoStudio.h" using namespace cocostudio;
//资源预加载 void Loading::LoadRec() { TextureCache::getInstance()->addImageAsync("ui/serverselect_bg.png", CC_CALLBACK_1(Loading::OnLoadRecCallBack,this)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/kulougongshou.ExportJson", 4000 this,schedule_selector(Loading::OnLoadArmatureData,this)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/kulouzhanshi.ExportJson", this, schedule_selector(Loading::OnLoadArmatureData, this)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/mayi.ExportJson", this, schedule_selector(Loading::OnLoadArmatureData, this)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/bianyikunchong.ExportJson", this, schedule_selector(Loading::OnLoadArmatureData, this)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/bubing.ExportJson", this, schedule_selector(Loading::OnLoadArmatureData, this)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/xiaoyin.ExportJson", this, schedule_selector(Loading::OnLoadArmatureData, this)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/NewProject.ExportJson", this, schedule_selector(Loading::OnLoadArmatureData, this)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/minren1.ExportJson", this, schedule_selector(Loading::OnLoadArmatureData, this)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/kulou_arrow.ExportJson", this, schedule_selector(Loading::OnLoadArmatureData, this)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/naili.ExportJson", this, schedule_selector(Loading::OnLoadArmatureData, this)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/NPC_kakaxi.ExportJson", this, schedule_selector(Loading::OnLoadArmatureData, this)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/portal.ExportJson", this, schedule_selector(Loading::OnLoadArmatureData, this)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/hited_light.ExportJson", this, schedule_selector(Loading::OnLoadArmatureData, this)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/public_casting.ExportJson", this, schedule_selector(Loading::OnLoadArmatureData, this)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/skill_light_1.ExportJson", this, schedule_selector(Loading::OnLoadArmatureData, this)); }
下面是回调函数:
void Loading::OnLoadArmatureData(float percent){ m_nLoadRecNum++; SetPro((float)m_nLoadRecNum / (float)m_nLoadRecTotalNum); if (percent >= 1) { CCLog("addArmatureFileInfoAsync over"); } } void Loading::OnLoadRecCallBack(Object *pObj){ do { m_nLoadRecNum++; SetPro((float)m_nLoadRecNum / (float)m_nLoadRecTotalNum); return; } while (false); CCLog("Fun CNFLoginScene::OnLoadRecCallBack Error!"); }
最后再来看看这个setPro方法,也就是设置进度条进度。
void Loading::SetPro(float fRate) { do { pProLoadRec->setPercent(fRate * 100); //同步光点 auto pLight = dynamic_cast<Sprite *>(getChildByTag(2)); if (pLight != NULL) pLight->setPositionX(pProLoadRec->getPositionX() + pProLoadRec->getContentSize().width*(fRate - 0.5f)); //若加载完成 if (fRate >= 1) { auto pDicLang = Dictionary::createWithContentsOfFile("ui_xml/loading_xml.xml"); //得到加载信息label auto pStrLoading = dynamic_cast<String*>(pDicLang->objectForKey("loading_end")); auto pLabelLoading = dynamic_cast<LabelTTF *>(getChildByTag(3)); } return; } while (false); CCLog("Fun CNFLoadingLayer::SetPro Error!"); }
后续将完成人物选择界面。待续中。。。。。。
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