本文整理汇总了C++中CCProgressTimer::setAnchorPoint方法的典型用法代码示例。如果您正苦于以下问题:C++ CCProgressTimer::setAnchorPoint方法的具体用法?C++ CCProgressTimer::setAnchorPoint怎么用?C++ CCProgressTimer::setAnchorPoint使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CCProgressTimer
的用法示例。
在下文中一共展示了CCProgressTimer::setAnchorPoint方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: onEnter
//------------------------------------------------------------------
//
// SpriteProgressToRadialMidpointChanged
//
//------------------------------------------------------------------
void SpriteProgressToRadialMidpointChanged::onEnter()
{
SpriteDemo::onEnter();
CCSize s = CCDirector::sharedDirector()->getWinSize();
CCProgressTo *action = CCProgressTo::create(2, 100);
/**
* Our image on the left should be a radial progress indicator, clockwise
*/
CCProgressTimer *left = CCProgressTimer::progressWithFile(s_pPathBlock);
left->setType(kCCProgressTimerTypeRadialCW);
addChild(left);
left->setAnchorPoint(ccp(0.25f, 0.75f));
left->setPosition(ccp(100, s.height/2));
left->runAction(CCRepeatForever::create((CCActionInterval *)action->copy()->autorelease()));
/**
* Our image on the left should be a radial progress indicator, counter clockwise
*/
CCProgressTimer *right = CCProgressTimer::progressWithFile(s_pPathBlock);
right->setType(kCCProgressTimerTypeRadialCW);
right->setAnchorPoint(ccp(0.75f, 0.25f));
/**
* Note the reverse property (default=NO) is only added to the right image. That's how
* we get a counter clockwise progress.
*/
addChild(right);
right->setPosition(ccp(s.width-100, s.height/2));
right->runAction(CCRepeatForever::create((CCActionInterval *)action->copy()->autorelease()));
}
示例2: onEnter
void CCTransitionRadialCCW::onEnter()
{
CCTransitionScene::onEnter();
// create a transparent color layer
// in which we are going to add our rendertextures
CCSize size = CCDirector::sharedDirector()->getWinSize();
// create the second render texture for outScene
m_OutRT = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height);
if (NULL == m_OutRT)
return;
m_OutRT->retain();
m_OutRT->getSprite()->setAnchorPoint(ccp(0.5f,0.5f));
m_OutRT->setPosition(ccp(size.width/2, size.height/2));
m_OutRT->setAnchorPoint(ccp(0.5f,0.5f));
// We need the texture in RenderTexture.
CCProgressTimer *outNode = CCProgressTimer::progressWithTexture(m_OutRT->getSprite()->getTexture());
// but it's flipped upside down so we flip the sprite
outNode->getSprite()->setFlipY(true);
// fix content scale factor for radial texture
CCRect rect = CCRectZero;
rect.size = m_OutRT->getSprite()->getTexture()->getContentSize();
outNode->getSprite()->setTextureRect(rect, false);
float scale = 1.0f / CC_CONTENT_SCALE_FACTOR();
rect.size.width *= scale;
rect.size.height *= scale;
outNode->setContentSize(rect.size);
// Return the radial type that we want to use
outNode->setType(radialType());
outNode->setPercentage(100.f);
outNode->setPosition(ccp(size.width/2, size.height/2));
outNode->setAnchorPoint(ccp(0.5f,0.5f));
// create the blend action
CCAction * layerAction = CCSequence::actions
(
CCProgressFromTo::actionWithDuration(m_fDuration, 100.0f, 0.0f),
CCEventCall::actionWithTarget(NULL, createEventHandler(this, &CCTransitionScene::_finish)),
NULL
);
// run the blend action
outNode->runAction(layerAction);
// add the layer (which contains our two rendertextures) to the scene
this->addChild(outNode, 2, kSceneRadial);
}
示例3: onEnter
void CCTransitionRadialCCW::onEnter()
{
CCTransitionScene::onEnter();
// create a transparent color layer
// in which we are going to add our rendertextures
CCSize size = CCDirector::sharedDirector()->getWinSize();
// create the second render texture for outScene
CCRenderTexture *outTexture = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height);
if (NULL == outTexture)
{
return;
}
outTexture->getSprite()->setAnchorPoint(ccp(0.5f,0.5f));
outTexture->setPosition(ccp(size.width/2, size.height/2));
outTexture->setAnchorPoint(ccp(0.5f,0.5f));
// render outScene to its texturebuffer
outTexture->clear(0,0,0,1);
outTexture->begin();
m_pOutScene->visit();
outTexture->end();
// Since we've passed the outScene to the texture we don't need it.
this->hideOutShowIn();
// We need the texture in RenderTexture.
CCProgressTimer *outNode = CCProgressTimer::progressWithTexture(outTexture->getSprite()->getTexture());
// but it's flipped upside down so we flip the sprite
outNode->getSprite()->setFlipY(true);
// Return the radial type that we want to use
outNode->setType(radialType());
outNode->setPercentage(100.f);
outNode->setPosition(ccp(size.width/2, size.height/2));
outNode->setAnchorPoint(ccp(0.5f,0.5f));
// create the blend action
CCAction * layerAction = CCSequence::actions
(
CCProgressFromTo::actionWithDuration(m_fDuration, 100.0f, 0.0f),
CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)),
NULL
);
// run the blend action
outNode->runAction(layerAction);
// add the layer (which contains our two rendertextures) to the scene
this->addChild(outNode, 2, kSceneRadial);
}
示例4: addChild
void
MCSkillBarItem::intoColdTime()
{
CCSprite *coldSprite = CCSprite::create(kMCColdTimeSkillIconFilepath);
CCProgressTimer *progressTimer = CCProgressTimer::create(coldSprite);
progressTimer->setReverseProgress(true);
progressTimer->setAnchorPoint(CCPointZero);
addChild(progressTimer);
setOpacity(kMCSkillBarItemColdTimeOpacity);
progressTimer->runAction(CCSequence::createWithTwoActions(CCProgressFromTo::create(skill_->coldTime, 100.f, 0.0f),
CCCallFuncO::create(this,
callfuncO_selector(MCSkillBarItem::coldTimeDidFinish),
progressTimer)));
}
示例5: initProgressIndicator
bool ControlEngine::initProgressIndicator( int tag, cocos2d::CCPoint point, cocos2d::CCPoint anchor )
{
CCSprite* progressIndicatorSprite = CCSprite::create( this->getProgressIndicatorName().getCString() );
if( progressIndicatorSprite )
{
CCProgressTimer* progressIndicator = CCProgressTimer::create( progressIndicatorSprite );
if( progressIndicator )
{
progressIndicator->ignoreAnchorPointForPosition( false );
progressIndicator->setAnchorPoint( anchor );
progressIndicator->setPosition( point );
this->addChild( progressIndicator, Child::Z::progressIndicator, tag );
return true;
}
}
return false;
}
示例6: progressTimerNodeWithRenderTexture
CCProgressTimer* CCTransitionProgressRadialCW::progressTimerNodeWithRenderTexture(CCRenderTexture* texture)
{
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite());
// but it is flipped upside down so we flip the sprite
pNode->getSprite()->setFlipY(true);
pNode->setType( kCCProgressTimerTypeRadial );
// Return the radial type that we want to use
pNode->setReverseDirection(true);
pNode->setPercentage(100);
pNode->setPosition(ccp(size.width/2, size.height/2));
pNode->setAnchorPoint(ccp(0.5f,0.5f));
return pNode;
}
示例7: setAttribute
void CCProgressTimerCreator::setAttribute(CCNode* pNode, const char* strName, const char* strValue, bool bCache)
{
if(bCache)
mAttrMap[strName] = strValue;
else
{
CCProgressTimer* pProgressTimer = (CCProgressTimer*)pNode;
if(strcmp(strName, "file") == 0 || strcmp(strName, "plist") == 0 )
return;
if(strcmp(strName, "type") == 0)
pProgressTimer->setType((CCProgressTimerType)ccXmlAttrParse::toInt(strValue));
if(strcmp(strName, "percent") == 0)
pProgressTimer->setPercentage(ccXmlAttrParse::toFloat(strValue));
if(strcmp(strName, "midpos") == 0)
pProgressTimer->setMidpoint(ccXmlAttrParse::toPoint(strValue));
if(strcmp(strName, "rate") == 0)
pProgressTimer->setBarChangeRate(ccXmlAttrParse::toPoint(strValue));
if(strcmp(strName, "reverse") == 0)
pProgressTimer->setReverseProgress(ccXmlAttrParse::toBool(strValue));
if(strcmp(strName, "anchor") == 0)
pProgressTimer->setAnchorPoint(ccXmlAttrParse::toPoint(strValue));
if(strcmp(strName, "color") == 0)
pProgressTimer->setColor(ccXmlAttrParse::toColor3B(strValue));
else
CCNodeRGBACreator::setAttribute(pNode, strName, strValue, bCache);
}
}
示例8: init
bool FrontCoverLayer::init()
{
bool bRet = false;
do {
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
CCSprite* pSprite = CCSprite::create("frontCover.png");
// position the sprite on the center of the screen
float scaleX = visibleSize.width/pSprite->getTexture()->getPixelsWide();
float scaleY = visibleSize.height/pSprite->getTexture()->getPixelsHigh();
float scale = (scaleX > scaleY) ? scaleX : scaleY;
pSprite->setScaleX(scale);
pSprite->setScaleY(scale);
pSprite->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
this->addChild(pSprite, 0);
//SkeletonAnimRcsManager::getInstance()->LoadOneRoleRcsOnly(201);
SkeletonAnimRcsManager::getInstance()->LoadOneRoleRcsOnly(202);
SkeletonAnimRcsManager::getInstance()->LoadOneRoleRcsOnly(203);
EffectSprite* effect1 = ParticleManager::Get()->createEffectSprite(202,"");
if(effect1)
{
effect1->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
effect1->getRoot()->setScale(scale);
this->addChild(effect1, 1);
effect1->SetAnim(kType_Play,1,true);
}
//effect1 = ParticleManager::Get()->createEffectSprite(201,"");
//if(effect1)
//{
// effect1->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
// effect1->getRoot()->setScale(scale);
// this->addChild(effect1, 1);
// effect1->SetAnim(kType_Play,1,true);
//}
effect1 = ParticleManager::Get()->createEffectSprite(203,"");
if(effect1)
{
effect1->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
effect1->getRoot()->setScale(scale);
this->addChild(effect1, 1);
effect1->SetAnim(kType_Play,1,true);
}
CCSprite* spriteFrame = CCSprite::create("frontCoverFrame.png");
spriteFrame->setScaleX(scale);
spriteFrame->setScaleY(scale);
spriteFrame->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
this->addChild(spriteFrame, 2);
schedule(schedule_selector(FrontCoverLayer::update), 1);
//ASprite *as = AspriteManager::getInstance()->getAsprite(KUI_BIN);
//CCPoint pt;
//CCSprite* bar = as->getSpriteFromFrame_Middle(map_ui_FRAME_EQUIPMENT_BAR_EXP, 0, pt);
//CCSprite* barFrame = as->getSpriteFromFrame_Middle(map_ui_FRAME_EQUIPMENT_FRAME_EXP, 0, pt);
CCSprite* barFrame = CCSprite::create("load0001.png");
barFrame->setPosition(ccp(visibleSize.width/2, visibleSize.height/6));
addChild(barFrame);
CCSprite* sp = CCSprite::create("load0002.png");
CCProgressTimer *progressBar = CCProgressTimer::create(sp);
barFrame->addChild(progressBar,-1);
progressBar->setPosition(ccp(6, barFrame->getContentSize().height/2-4));
progressBar->setType(kCCProgressTimerTypeBar);
progressBar->setAnchorPoint(ccp(0,0));
progressBar->setMidpoint(ccp(0,0));
progressBar->setBarChangeRate(ccp(1,0));
progressBar->setPercentage(0.0f);
_downloadTTF = CCLabelTTF::create("0%", KJLinXin, 15);
_downloadTTF->setColor(ccORANGE);
barFrame->addChild(_downloadTTF);
_downloadTTF->setPosition(ccp(barFrame->getContentSize().width/2,barFrame->getContentSize().height/2));
_downloadBar = progressBar;
//_downloadBar->retain();
_barFrame = barFrame;
_barFrame->retain();
GameResourceManager::sharedManager()->updateResource();
GameAudioManager::sharedManager()->playLoadingBGM();
const char* vision = LuaTinkerManager::Get()->callLuaFunc<char *>("Script/main.lua", "getVisionNum");
m_visionLabel = CCLabelTTF::create(vision,KJLinXin,20);
if(m_visionLabel)
{
float scale = UIManager::sharedManager()->getScaleFactor();
m_visionLabel->setColor(ccWHITE);
m_visionLabel->setScale(scale);
addChild(m_visionLabel);
//.........这里部分代码省略.........