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Cocos2dx 3.0 過渡篇(十)資源加載進度條Loading...

尊重原創,轉載請注明來自:star特530的CSDN博客 https://blog.csdn.net/start530/article/details/19420317


本來這篇博文是昨晚就要寫的,可是因為今早要去參加考駕照相關的體檢,而我最害怕的就是視力沒能達到5.0,畢竟這階段對著屏幕的時間過久。

所以呢,昨晚我幾乎沒碰電腦,沒玩手機,早睡早起。體檢順利通過!


首先,我要說的是:這次我要寫的主題是進度條。 額,等等,先收起你手裏憤怒的西瓜刀。我也才知道TestCpp也有這個例子啊。不過TestCpp裏的隻有label的變化,而我的多加了個進度條。
請容我對我的這種手段取個好聽的名稱:畫龍點睛!


恩,步驟如下:
1、創建label和progressTimer;
2、加載資源,每加載一張都調用回調函數;
3、加載完成,進入新的界麵。



首先看下頭文件:HelloWorld.h

  1. #ifndef __HELLOWORLD_SCENE_H__  
  2. #define __HELLOWORLD_SCENE_H__  
  3.   
  4. #include "cocos2d.h"  
  5.   
  6. class HelloWorld : public cocos2d::Layer  
  7. {  
  8. public:  
  9.     HelloWorld():m_numSp(20),m_loadedSp(0),loadProgress(NULL){};  
  10.   
  11.     static cocos2d::Scene* createScene();  
  12.     virtual bool init();    
  13.   
  14.     void loadingCallback(Object* pSender);//加載一張圖片完成後跳轉的毀掉函數  
  15.   
  16.     void gotoNewLayer();//加載完後的跳轉函數  
  17.     CREATE_FUNC(HelloWorld);  
  18.   
  19. private:  
  20.     cocos2d::ProgressTimer* loadProgress;//進度條  
  21.   
  22.     cocos2d::LabelTTF* percentLabel;//加載進度label  
  23.     cocos2d::LabelTTF* loadLabel;//顯示 loading: 的label  
  24.   
  25.     int m_numSp;//要加載的精靈數目,初始化為 20 張  
  26.     int m_loadedSp;//已加載的精靈數目  
  27. };  
  28.   
  29. #endif // __HELLOWORLD_SCENE_H__  

1、創建

  1. Size visibleSize = Director::getInstance()->getVisibleSize();  
  2. Point origin = Director::getInstance()->getVisibleOrigin();  
  3.   
  4. loadLabel = LabelTTF::create("Loading:","Arial",20);//創建顯示Loading: 的label  
  5. loadLabel->setPosition(Point(visibleSize.width/2-30,visibleSize.height/2+30));  
  6. this->addChild(loadLabel,1);  
  7.   
  8. percentLabel = LabelTTF::create("0%","Arial",20);//創建顯示百分比的label  
  9. percentLabel->setPosition(Point(visibleSize.width/2+35,visibleSize.height/2+30));  
  10. this->addChild(percentLabel,2);  
  11.   
  12. auto loadBg = Sprite::create("sliderTrack.png");//進程條的底圖  
  13. loadBg->setPosition(Point(visibleSize.width/2,visibleSize.height/2));  
  14. this->addChild(loadBg,1);  
  15.   
  16. loadProgress = ProgressTimer::create(Sprite::create("sliderProgress.png"));//創建一個進程條  
  17. loadProgress->setBarChangeRate(Point(1,0));//設置進程條的變化速率  
  18. loadProgress->setType(ProgressTimer::Type::BAR);//設置進程條的類型  
  19. loadProgress->setMidpoint(Point(0,1));//設置進度的運動方向  
  20. loadProgress->setPosition(Point(visibleSize.width/2,visibleSize.height/2));  
  21. loadProgress->setPercentage(0.0f);//設置初始值為0  
  22. this->addChild(loadProgress,2);  

2、加載圖片

  1. //加載20張圖片,每加載完一張就調用回調函數:loadingCallback  
  2. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  3. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld1.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  4. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld2.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  5. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld3.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  6. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld4.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  7. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld5.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  8. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld6.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  9. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld7.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  10. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  11. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  12.   
  13. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  14. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  15. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  16. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  17. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  18. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  19. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  20. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  21. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld.png",this,callfuncO_selector(HelloWorld::loadingCallback));  
  22. Director::getInstance()->getTextureCache()->addImageAsync("HelloWorld.png",this,callfuncO_selector(HelloWorld::loadingCallback));  

3、圖片加載後的回調函數:

  1. void HelloWorld::loadingCallback(Object* pSender)  
  2. {  
  3.     ++m_loadedSp;//每進到這個函數一次,讓m_loadedSp + 1  
  4.   
  5.     char buf_str[16];  
  6.     sprintf(buf_str,"%d%%",(int)(((float)m_loadedSp / m_numSp) * 100),m_numSp);  
  7.     percentLabel->setString(buf_str);//更新percentLabel的值  
  8.   
  9.     float newPercent = 100 - ((float)m_numSp - (float)m_loadedSp)/((float)m_numSp/100);//計算進度條當前的百分比  
  10.     //因為加載圖片速度很快,所以就沒有使用ProgressTo,  
  11.     //或者ProgressFromTo這種動作來更新進度條  
  12.     loadProgress->setPercentage(newPercent);//更新進度條  
  13.   
  14.     //圖片加載完成後  
  15.     if(m_loadedSp == m_numSp)  
  16.     {  
  17.         this->removeChild(loadProgress);//將添加的幾個對象刪除掉  
  18.         this->removeChild(percentLabel);  
  19.         this->removeChild(loadLabel);  
  20.   
  21.         //加載完既要跳轉到gotoNewLayer,在這裏可以  
  22.         //創建新的Scene,新的Layer,或者其他什麼亂七八糟的  
  23.         this->gotoNewLayer();  
  24.     }  
  25. }  

4、進入新的界麵

  1. void HelloWorld::gotoNewLayer()  
  2. {  
  3.     auto size = Director::getInstance()->getWinSize();  
  4.   
  5.     auto sp = Sprite::create("HelloWorld.png");//用之前加載到緩存中的圖片,創建一個精靈。  
  6.     sp->setPosition(Point(size.width/2,size.height/2));  
  7.     this->addChild(sp,1);  
  8. }  


因為代碼裏注釋都寫的挺詳細的,所以我也就不說太多廢話了。
恩,寫完了。這篇是下班後加班寫的,外麵又下了大雨,我要趕緊衝回去吃飯了。風一般的男紙


尊重原創,轉載請注明原址:https://blog.csdn.net/start530?viewmode=contents

最後更新:2017-04-03 12:56:12

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