本文整理汇总了C++中CCProgressTimer::setMidpoint方法的典型用法代码示例。如果您正苦于以下问题:C++ CCProgressTimer::setMidpoint方法的具体用法?C++ CCProgressTimer::setMidpoint怎么用?C++ CCProgressTimer::setMidpoint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::setMidpoint方法的15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
//------------------------------------------------------------------
//
// SpriteProgressToVertical
//
//------------------------------------------------------------------
void SpriteProgressToVertical::onEnter()
{
SpriteDemo::onEnter();
CCSize s = CCDirector::sharedDirector()->getWinSize();
CCProgressTo *to1 = CCProgressTo::create(2, 100);
CCProgressTo *to2 = CCProgressTo::create(2, 100);
CCProgressTimer *left = CCProgressTimer::create(CCSprite::create(s_pPathSister1));
left->setType(kCCProgressTimerTypeBar);
// Setup for a bar starting from the bottom since the midpoint is 0 for the y
left->setMidpoint(ccp(0,0));
// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
left->setBarChangeRate(ccp(0, 1));
addChild(left);
left->setPosition(CCPointMake(100, s.height/2));
left->runAction( CCRepeatForever::create(to1));
CCProgressTimer *right = CCProgressTimer::create(CCSprite::create(s_pPathSister2));
right->setType(kCCProgressTimerTypeBar);
// Setup for a bar starting from the bottom since the midpoint is 0 for the y
right->setMidpoint(ccp(0, 1));
// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
right->setBarChangeRate(ccp(0, 1));
addChild(right);
right->setPosition(CCPointMake(s.width-100, s.height/2));
right->runAction( CCRepeatForever::create(to2));
}
示例2: onEnter
void SpriteProgressToHorizontal::onEnter()
{
SpriteDemo::onEnter();
CCSize s = CCDirector::sharedDirector()->getWinSize();
CCProgressTo *to1 = CCProgressTo::create(2, 100);
CCProgressTo *to2 = CCProgressTo::create(2, 100);
CCProgressTimer *left = CCProgressTimer::progressWithFile(s_pPathSister1);
left->setType(kCCProgressTimerTypeHorizontalBarLR);
// Setup for a bar starting from the left since the midpoint is 0 for the x
left->setMidpoint(ccp(0,0));
// Setup for a horizontal bar since the bar change rate is 0 for y meaning no vertical change
left->setBarChangeRate(ccp(1, 0));
addChild(left);
left->setPosition(ccp(100, s.height/2));
left->runAction( CCRepeatForever::create(to1));
CCProgressTimer *right = CCProgressTimer::progressWithFile(s_pPathSister2);
right->setType(kCCProgressTimerTypeHorizontalBarRL);
// Setup for a bar starting from the left since the midpoint is 1 for the x
right->setMidpoint(ccp(1, 0));
// Setup for a horizontal bar since the bar change rate is 0 for y meaning no vertical change
right->setBarChangeRate(ccp(1, 0));
addChild(right);
right->setPosition(ccp(s.width-100, s.height/2));
right->runAction( CCRepeatForever::create(to2));
}
示例3: setUpdateView
bool LoadingLayer::setUpdateView()
{
bool isRet = false;
do{
CCSprite* loadingbackimg = CCSprite::create("gmbg/loadingbg.png");
CC_BREAK_IF(!loadingbackimg);
loadingbackimg->setPosition(ccp(getWinSize().width/2 + getWinOrigin().x, getWinSize().height/5 + getWinOrigin().y));
this->addChild(loadingbackimg, 1);
CCSprite* loadimg = CCSprite::create("gmbg/loading.png");
CC_BREAK_IF(!loadimg);
CCProgressTimer* pt = CCProgressTimer::create(loadimg);
pt->setType(cocos2d::CCProgressTimerType(kCCProgressTimerTypeBar));
pt->setMidpoint(ccp(0,0.5));
pt->setBarChangeRate(ccp(1,0));
float tex = getWinSize().width/2 + getWinOrigin().x;
float tey = getWinSize().height/5 + getWinOrigin().y-5;
pt->setPosition(ccp(tex, tey));
pt->setPercentage(0);
this->addChild(pt, 2, 1);
CCProgressTo* to = CCProgressTo::create(5, 100);
pt->runAction(CCRepeatForever::create(to));
isRet = true;
}while(0);
return isRet;
}
示例4: setUpdateView
bool LoadingLayer::setUpdateView(){
bool isRet=false;
do
{
// 设置进度条的背景图片 我们把他放到屏幕下方的1/5处
CCSprite* loadbackimg=CCSprite::create("gmbg/lodingbg.png");
CC_BREAK_IF(!loadbackimg);
loadbackimg->setPosition(ccp(getWinSize().width/2+getWinOrigin().x,getWinSize().height/5+getWinOrigin().y));
this->addChild(loadbackimg,1);
// 添加进度条
CCSprite* loadimg=CCSprite::create("gmbg/longding.png");
CC_BREAK_IF(!loadimg);
CCProgressTimer* pt = CCProgressTimer::create(loadimg);
pt->setType(kCCProgressTimerTypeBar);// 设置成横向的
//可以看作是按矩形显示效果的进度条类型
pt->setMidpoint(ccp(0,0));
// 用来设定进度条横向前进的方向从左向右或是从右向左
pt->setBarChangeRate(ccp(1,0));
//重新设置锚点
float tex=getWinSize().width/2+getWinOrigin().x;
float tey=getWinSize().height/5+getWinOrigin().y-5;
pt->setPosition(ccp(tex,tey));
pt->setPercentage(0);
this->addChild(pt,2,1);
isRet=true;
} while (0);
return isRet;
}
示例5: init
bool HSShowEndurance::init()
{
for (int i=0; i<HSShowEndurance::S_C_ENDURANCE_COUNT; ++i)
{
CCString* pPanel = CCString::createWithFormat("UI_Benfangxinxiban_Naili_%d",i);
HSCCSprite* pSprite = HS_FIND_UI_PANEL_SPRITE(pPanel->getCString(),"Naili_1");
pSprite->setVisible(false);
CCProgressTimer* pProgress = CCProgressTimer::create(pSprite);
pProgress->setType(kCCProgressTimerTypeBar);
pProgress->setPosition(pSprite->getPosition());
pProgress->setMidpoint(ccp(0.5,0));
pProgress->setBarChangeRate(ccp(0,1));
i < HSShowEndurance::S_CURRENT_ENDURANCE_COUNT ? pProgress->setPercentage(100) : pProgress->setPercentage(0);
pSprite->getParent()->addChild(pProgress,2000);
m_enduranceMap.insert(pair<int, CCProgressTimer*>(i + 1,pProgress));
CC_SAFE_RELEASE_NULL(pPanel);
}
HSCCSprite* pSprite = HS_FIND_UI_PANEL_SPRITE("UI_Benfangxinxiban_Nailijishiqi","Pipeinailidiban");
m_pMaxLabel = CCLabelTTF::create("MAX", HS_FONT_HuaKang, 25, pSprite->getContentSize(), kCCTextAlignmentCenter,kCCVerticalTextAlignmentCenter);
m_pMaxLabel->setAnchorPoint(HS_ANCHOR_CENTER);
m_pMaxLabel->setPosition(pSprite->getAnchorPointInPoints());
m_pMaxLabel->setVisible(false);
pSprite->addChild(m_pMaxLabel);
this->CreateTimeLabel();
this->schedule(schedule_selector(HSShowEndurance::Updata));
return true;
}
示例6: setUpdateView
bool wootestScene::setUpdateView()
{
bool isRet=false;
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
do
{
// 进度条背景
CCSprite* loadbackimg=CCSprite::create("lodingbg.png");
CC_BREAK_IF(!loadbackimg);
loadbackimg->setPosition(ccp(visibleSize.width/2+origin.x,visibleSize.height/5+origin.y));
this->addChild(loadbackimg,2);
// 进度条
CCSprite* loadimg=CCSprite::create("longding.png");
CC_BREAK_IF(!loadimg);
CCProgressTimer* pt = CCProgressTimer::create(loadimg);
pt->setType(kCCProgressTimerTypeBar);// 设置成横向
pt->setMidpoint(ccp(0,0));
// 设置进度条从左到右
pt->setBarChangeRate(ccp(1,0));
//重新设置锚点
float tex=visibleSize.width/2+origin.x;
float tey=visibleSize.height/5+origin.y-5;
pt->setPosition(ccp(tex,tey));
pt->setPercentage(0);
this->addChild(pt,2,1);
isRet=true;
} while (0);
return isRet;
}
示例7: createProgressTimer
CCProgressTimer* createProgressTimer(CCSprite* sprite)
{
CCProgressTimer *progress = CCProgressTimer::create(sprite);
progress->setType( kCCProgressTimerTypeBar );
progress->setMidpoint(ccp(0,0));
progress->setBarChangeRate(ccp(1, 0));
return progress;
}
示例8: createRedStartToTableArrows
CCProgressTimer* SectionGuide::createRedStartToTableArrows()
{
CCSprite* sprite = CCSprite::create(ResManager::getManager()->getSharedFilePath("arrows.png").c_str());
CCProgressTimer *progress = CCProgressTimer::create(sprite);
progress->setType( kCCProgressTimerTypeBar );
progress->setVisible(false);
progress->setMidpoint(ccp(0,1));
progress->setBarChangeRate(ccp(0, 1));
return progress;
}
示例9: energyBarAnimation
void ASGame::energyBarAnimation(){
//1.显示行动力的圆形底座
CCSprite* energyBall = CCSprite::createWithSpriteFrameName("newEnergyContainer.png");
energyBall->setPosition(ccp(size.width*17.38/80,size.height*77.85/90+winDif*2*alpha*alpha));
addChild(energyBall,4);
//2.行动力数量
string perStr = int2string(moveCount);
CCLabelTTF* per = CCLabelTTF::create(perStr.c_str(),"Arial Rounded MT bold",32);
per->setPosition(ccp(size.width*17.38/80,size.height*77.85/90+winDif*2*alpha*alpha));
addChild(per,5,1*10000000+26);
//3.能量条
CCSprite* energyBarSprite = CCSprite::createWithSpriteFrameName("newEnergyBar.png");
CCProgressTimer* energyBar = CCProgressTimer::create(energyBarSprite);
energyBar->setPosition(ccp(size.width*8.45/80,size.height*79.89/90+winDif*2*alpha*alpha));
energyBar->setType(kCCProgressTimerTypeRadial);
energyBar->setPercentage(moveCount*20);
addChild(energyBar,4,1*10000000+20);
//4.攻击按钮底座
CCSprite* containerSprite = CCSprite::createWithSpriteFrameName("energyContainer.png");
CCSprite* containerSprite_s = CCSprite::createWithSpriteFrameName("energyContainer.png");
CCMenuItemSprite* energyContainer = CCMenuItemSprite::create(containerSprite,containerSprite_s,this,menu_selector(ASGame::enterFightLayer));
energyContainer->setScale(1.05);
energyContainer->setPosition(ccp(size.width*179.5/200,size.height*10.25/135));
CCMenu* energyContainerMenu = CCMenu::create(energyContainer,NULL);
energyContainerMenu->setPosition(CCPointZero);
if (moveCount < moveToFight)
energyContainerMenu->setTouchEnabled(false);
addChild(energyContainerMenu,2,1*10000000+27);
//5.攻击按钮充值槽
CCSprite* barSprite = CCSprite::createWithSpriteFrameName("energyBar.png");
CCProgressTimer* attackButton = CCProgressTimer::create(barSprite);
attackButton->setScale(1.05);
attackButton->setPosition(ccp(size.width*179.04/200,size.height*10/135));
attackButton->setType(kCCProgressTimerTypeBar);
attackButton->setMidpoint(ccp(0.5, 0));
attackButton->setBarChangeRate(ccp(0, 1));
attackButton->setPercentage(100*moveCount/moveToFight);
addChild(attackButton,3,1*10000000+25);
//4.能量的盖子
CCSprite* energyBarCover = CCSprite::createWithSpriteFrameName("energyBarCover.png");
energyBarCover->setPosition(ccp(size.width*179.5/200,size.height*10.25/135));
energyBarCover->setOpacity(0);
//addChild(energyBarCover,4,1*10000000+28);
}
示例10: init
bool BattleLayer::init()
{
if(!CCLayer::init())
return false;
m_label = CCLabelTTF::create("第1波", "", 40);
m_label->setPosition(ccp(320,800));
m_label->retain();
addChild(m_label);
m_effectLabel = CCLabelTTF::create("", "", 30);
m_effectLabel->setPosition(ccp(320,750));
m_effectLabel->setColor(ccc3(255,0,0));
addChild(m_effectLabel);
m_guardLabel = CCLabelTTF::create("", "", 30);
m_guardLabel->setPosition(ccp(320,700));
m_guardLabel->setColor(ccc3(255,255,0));
addChild(m_guardLabel);
m_enemySprite = CCSprite::create("icons/0020.png");
m_enemySprite->retain();
CCSprite* hpbg = CCSprite::create("hpbar_bg.png");
CCProgressTimer* hpbar = CCProgressTimer::create(CCSprite::create("hpbar_fore.png"));
hpbg->setPosition(ccp(50,100));
hpbar->setPosition(ccp(50,100));
hpbar->setType(kCCProgressTimerTypeBar);
hpbar->setBarChangeRate(ccp(1,0));
hpbar->setPercentage(100);
hpbar->setMidpoint(CCPointZero);
hpbar->setTag(0);
m_enemySprite->addChild(hpbg);
m_enemySprite->addChild(hpbar);
addChild(m_enemySprite,SpritezOrder::Enemy);
m_cardbattleLayer = CardBattleLayer::create();
m_cardbattleLayer->retain();
m_setTrapLayer = SetTrapLayer::create();
addChild(m_setTrapLayer);
m_pauseSprite = CCSprite::create("pause.png");
m_pauseSprite->setPosition(ccp(590,910));
addChild(m_pauseSprite);
return true;
}
示例11: progressTimerNodeWithRenderTexture
CCProgressTimer* CCTransitionProgressOutIn::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( kCCProgressTimerTypeBar );
pNode->setMidpoint(ccp(0.5f, 0.5f));
pNode->setBarChangeRate(ccp(1, 1));
pNode->setPercentage(100);
pNode->setCenterOrigin(ccp(size.width/2, size.height/2));
return pNode;
}
示例12: HeartBar
void ASGame::HeartBar(){
//1.血条
CCSprite* heartBarSprite = CCSprite::createWithSpriteFrameName("newLifeBar.png");
CCProgressTimer* heartBar = CCProgressTimer::create(heartBarSprite);
heartBar->setPosition(ccp(size.width*23.08/80,size.height*85.23/90+winDif*2*alpha*alpha));
heartBar->setType(kCCProgressTimerTypeBar);
heartBar->setMidpoint(ccp(0,0.5));
heartBar->setBarChangeRate(ccp(1, 0));
heartBar->setPercentage(100);
addChild(heartBar,4,1*10000000+2222);
//2.生命数字
string HeartStr = int2string(shengming) + "/" + int2string(maxShengMing);
CCLabelTTF* userHeartNumber= CCLabelTTF::create(HeartStr.c_str(), "Arial Rounded MT bold",25);
userHeartNumber->setPosition(ccp(size.width*26/80,size.height*82/90+winDif*2*alpha*alpha));
addChild(userHeartNumber,4,1*10000000+2223);
}
示例13: 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14: 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.........
示例15: InitLayer
bool CNFRockerLayer::InitLayer(CNF3DWorldLayer * pLayer,int nStageID)
{
do
{
//初始化父类
CC_BREAK_IF(CCLayerColor::initWithColor(ccc4(255,0,0,50))==false);
//注册
CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this,-1,false);
//设置层大小
setContentSize(CCSizeMake(200,200));//(CCSizeMake(SCREEN_WIDTH*0.5f,SCREEN_HEIGHT));
m_p3DLayer = pLayer;
m_bIsTouching = false;
m_bIsPublicCD = false;
m_fRockerSpeed = _NF_ROCKER_SPEED_; //摇杆的移动速度
m_fRockerMaxDis = _NF_ROCKER_MAX_DIS_; //摇杆最大偏移量
m_nStageID = nStageID;
//主角技能ID
CNFProtagonist * pPro = dynamic_cast<CNFProtagonist *>(pLayer->getChildByTag(enTagProtagonist));
CC_BREAK_IF(pPro==NULL);
m_nSkill_1_ID = pPro->GetSkillInfo_1().nSkill_SkillItemID;
m_nSkill_2_ID = pPro->GetSkillInfo_2().nSkill_SkillItemID;
m_nSkill_3_ID = pPro->GetSkillInfo_3().nSkill_SkillItemID;
m_nSkill_4_ID = pPro->GetSkillInfo_4().nSkill_SkillItemID;
m_nSkill_5_ID = pPro->GetSkillInfo_5().nSkill_SkillItemID;
//创建摇杆背景
CCSprite * pRockerBg = CCSprite::create("gameui/rocker_bg.png");
CC_BREAK_IF(pRockerBg==NULL);
//pRockerBg->setScale(2.5f);
pRockerBg->setPosition(ccp(100,100));
addChild(pRockerBg,enZOrderFront,enTagRockerBg);
pRockerBg->setOpacity(100.f);
//创建摇杆
CCSprite * pRocker = CCSprite::create("gameui/rocker_ball.png");
CC_BREAK_IF(pRocker==NULL);
pRocker->setPosition(pRockerBg->getPosition());
addChild(pRocker,enZOrderFront+1,enTagRocker);
pRocker->setOpacity(100.f);
//若为副本,则创建按钮
if (m_nStageID >= _NF_TOWN_OR_BATTLE_ID_ && m_nStageID <_NF_TOWN_FB_ID_)
{
/************************************************************************/
/* 创建按钮 */
/************************************************************************/
//创建菜单
CCMenu * pMenu = CCMenu::create();
CC_BREAK_IF(pMenu==NULL);
pMenu->setPosition(CCPointZero);
addChild(pMenu,enZOrderFront,enTagMenu);
//创建普通攻击按钮
CCSprite * pCommon1 = CCSprite::create("gameui/skill_common.png");
CC_BREAK_IF(pCommon1==NULL);
CCSprite * pCommon2 = CCSprite::create("gameui/skill_common.png");
CC_BREAK_IF(pCommon2==NULL);
pCommon2->setOpacity(150.f);
CCMenuItemSprite * pBtnCommon = CCMenuItemSprite::create(pCommon1,pCommon2,this,menu_selector(CNFRockerLayer::OnBtnCallBack));
CC_BREAK_IF(pBtnCommon==NULL);
pBtnCommon->setPosition(ccp(SCREEN_WIDTH - 60,58));
pMenu->addChild(pBtnCommon,enZOrderFront,enTagBtnCommonAttack);
CCLabelBMFont* pCommonAttackFont = CCLabelBMFont::create("1","fonts/mhp_num.fnt");
pCommonAttackFont->setPosition(pBtnCommon->getPosition());
this->addChild(pCommonAttackFont,enZOrderFront,enTagCommonAttackFont);
CCSprite * pCommon3 = CCSprite::create("gameui/skill_common.png");
CC_BREAK_IF(pCommon3==NULL);
pCommon3->setColor(ccRED);
pCommon3->setOpacity(100.f);
//创建普通攻击CD
CCProgressTimer* pProgressCommonAttackCD = CCProgressTimer::create(pCommon3);
CC_BREAK_IF(pProgressCommonAttackCD==NULL);
pProgressCommonAttackCD->setType(kCCProgressTimerTypeRadial);
pProgressCommonAttackCD->setMidpoint(ccp(0.5f,0.5f));
pProgressCommonAttackCD->setPercentage(0.f);
pProgressCommonAttackCD->setPosition(pBtnCommon->getPosition());
this->addChild(pProgressCommonAttackCD,enZOrderFront+1,enTagCommonAttackCD);
//创建技能按钮
for (int i=enTagBtnSkill1;i<=enTagBtnSkill5;i++)
{
char szName[NAME_LEN] = {0};
int skilltemp = -1;
if(i==enTagBtnSkill1){
skilltemp = m_nSkill_1_ID;
}else if(i==enTagBtnSkill2){
skilltemp = m_nSkill_2_ID;
}else if(i==enTagBtnSkill3){
skilltemp = m_nSkill_3_ID;
}else if(i==enTagBtnSkill4){
//.........这里部分代码省略.........