本文整理汇总了C++中CCProgressTimer::setScale方法的典型用法代码示例。如果您正苦于以下问题:C++ CCProgressTimer::setScale方法的具体用法?C++ CCProgressTimer::setScale怎么用?C++ CCProgressTimer::setScale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::setScale方法的2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: 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2: auto_pz
//.........这里部分代码省略.........
this->removeChild(sprinte_11_a, true);
this->removeChild(sprinte_11_b, true);
this->removeChild(sprinte_11_y_a, true);
this->removeChild(sprinte_11_y_b, true);
CCProgressTimer *pt = (CCProgressTimer*)getChildByTag(71);
if(pt)
{
this->removeChild(pt, true);
}
game_bj::e_11 = 100;
}
CCProgressTimer *pt = (CCProgressTimer*)getChildByTag(71);
if(pt)
{
pt->setPercentage(game_bj::e_11);
pt->setPosition( ccp(point.x, point.y-20) );
pt->setType(kCCProgressTimerTypeBar);
CCFiniteTimeAction *action_1 = CCMoveTo::create((7*(point.y-1))/520,ccp(point.x,1));
pt->runAction(action_1);
CCProgressTo *to = CCProgressTo::actionWithDuration(0.1, new_value_11);
pt->runAction(to);
game_bj::e_11 = game_bj::e_11-10;
} else
{
CCSprite *sprinte_11 = (CCSprite*)getChildByTag(11);
if(sprinte_11)
{
CCProgressTimer *pt = CCProgressTimer::progressWithSprite(CCSprite::create("hatchling_exp_02.png"));
pt->setPercentage(game_bj::e_11);
pt->setPosition( ccp(point.x, point.y-20) );
pt->setType(kCCProgressTimerTypeBar);
pt->setScale(0.4);
pt->setMidpoint(ccp(0,0));
pt->setBarChangeRate(ccp(1,0));
this->addChild(pt,0,71);
CCFiniteTimeAction *action_1 = CCMoveTo::create((7*(point.y-1))/520,ccp(point.x,1));
pt->runAction(action_1);
CCProgressTo *to = CCProgressTo::actionWithDuration(0.1, new_value_11);
pt->runAction(to);
game_bj::e_11 = game_bj::e_11-10;
}
}
CCSprite *item_gb = new CCSprite();
item_gb->initWithFile("item_coin.png");
item_gb->setPosition( ccp(point.x, point.y) );
item_gb->setScale(game_bj::scale);
this->addChild(item_gb, 0,61);
CCJumpTo* mJumpTo = CCJumpTo::actionWithDuration(2.0f, ccp(280, 1), 230.0f, 1);
CCActionInterval* seq_aa = (CCActionInterval*)(CCSequence::actions(mJumpTo, NULL));
item_gb->runAction(seq_aa);
}
if(ret_2)
{
CCPoint point = sprinte_12->getPosition();
CCLOG("2");