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cocos2dx3.x《格斗》类游戏加载界面(一)

2017-06-26 15:57 183 查看
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:

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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