Blood records are often used, and there is no need to write them again, which is a waste of time. Here we use the latest API to write one for future calls.
The engine version used by the following code is cocos2d-x 3.0rc0
1. RADIAL
Sprite * bgSprite = Sprite: create ("red.png"); addChild (bgSprite, 1, 1); Sprite * hpSprite = Sprite: create ("green.png "); progresstage = progresstage: create (hpSprite); progressTimer-> setType (ProgressTimer: Type: RADIAL); progressTimer-> setReverseProgress (true); progresstage-> setPercentage (30 ); // full value 100% addChild (progressTimer, 0, 0 );
2. BAR
Sprite * bgSprite = Sprite: create ("box.png"); addChild (bgSprite, 1, 1); Sprite * hpSprite = Sprite: create ("hp.png "); progressTimer = ProgressTimer: create (hpSprite); progressTimer-> setType (ProgressTimer: Type: BAR ); //////////////////////////////////////// //////////////////////////////////////// /////////////// // left-to-right progressTimer-> setMidpoint (ccp (0, 0.5); progressTimer-> setBarChangeRate (ccp (1, 0); // from right to left // progressTimer-> setMidpoint (ccp (1, 0.5 )); // progressTimer-> setBarChangeRate (ccp (1, 0); // from top to bottom // progressTimer-> setMidpoint (ccp (0.5, 1 )); // progressTimer-> setBarChangeRate (ccp (0, 1); // from bottom to top // progressTimer-> setMidpoint (ccp (0.5, 0 )); // progresstate-> setBarChangeRate (ccp (0, 1 )); //////////////////////////////////////// //////////////////////////////////////// //// // progressTimer-> setMidpoint (Point (0, 0.5); progressTimer-> setBarChangeRate (Point (1, 0); progressTimer-> setPercentage (30); // The full value is 100% addChild (progressTimer, 0, 0 );