.h
#ifndef __HELLOWORLD_SCENE_H__#define __HELLOWORLD_SCENE_H__#include "cocos2d.h"USING_NS_CC;class HelloWorld : public cocos2d::Layer{public: static cocos2d::Scene* createScene(); virtual bool init(); // a selector callback void menuCloseCallback(cocos2d::Ref* pSender); // implement the "static create()" method manually CREATE_FUNC(HelloWorld); void startProgress(); void updateFireProgress(float dt); ProgressTimer* fireballTimer;};#endif // __HELLOWORLD_SCENE_H__.CPP
#include "HelloWorldScene.h"USING_NS_CC;Scene* HelloWorld::createScene(){ // 'scene' is an autorelease object auto scene = Scene::create(); // 'layer' is an autorelease object auto layer = HelloWorld::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene;}// on "init" you need to initialize your instancebool HelloWorld::init(){ ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); ///////////////////////////// // 2. add a menu item with "X" image, which is clicked to quit the program // you may modify it. // add a "close" icon to exit the progress. it's an autorelease object auto closeItem = MenuItemImage::create( "CloseNormal.png", "CloseSelected.png", CC_CALLBACK_1(HelloWorld::menuCloseCallback, this)); closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 , origin.y + closeItem->getContentSize().height/2)); // create menu, it's an autorelease object auto menu = Menu::create(closeItem, NULL); menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); ///////////////////////////// // 3. add your codes below... // add a label shows "Hello World" // create and initialize a label auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24); // position the label on the center of the screen label->setPosition(Vec2(origin.x + visibleSize.width/2, origin.y + visibleSize.height - label->getContentSize().height)); // add the label as a child to this layer this->addChild(label, 1); label->setVisible(false); // add "HelloWorld" splash screen" // auto sprite = Sprite::create("HelloWorld.png"); // position the sprite on the center of the screen // sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y)); // add the sprite as a child to this layer //this->addChild(sprite, 0); SpriteFrameCache::getInstance()->addSpriteFramesWithFile("ingame_gui-hd.plist"); Sprite* Hero1Sprite = Sprite::createWithSpriteFrameName("power_portrait_fireball_0001.png"); Hero1Sprite->setPosition(Point(100, 100)); this->addChild(Hero1Sprite, 1); //建立Progresstime 環形進度條 //Sprite* loadingSprite = Sprite::createWithSpriteFrameName("power_loading.png"); //ProgressTimer* fireballTimer; fireballTimer = ProgressTimer::create(Sprite::createWithSpriteFrameName("power_loading.png")); fireballTimer->setPosition(Vec2(100, 100)); fireballTimer->setType(ProgressTimer::Type::RADIAL); fireballTimer->setPercentage(100); fireballTimer->setReverseDirection(true); this->addChild(fireballTimer,10); HelloWorld::startProgress(); return true;}void HelloWorld::menuCloseCallback(Ref* pSender){ Director::getInstance()->end();#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0);#endif}void HelloWorld::startProgress(){ this->schedule(schedule_selector(HelloWorld::updateFireProgress));}void HelloWorld::updateFireProgress(float dt){ fireballTimer->setPercentage(fireballTimer->getPercentage() - dt * 5); if ((fireballTimer->getPercentage()) == 0) { this->unschedule(schedule_selector(HelloWorld::updateFireProgress)); }}