本文整理汇总了C++中ProgressTimer::setType方法的典型用法代码示例。如果您正苦于以下问题:C++ ProgressTimer::setType方法的具体用法?C++ ProgressTimer::setType怎么用?C++ ProgressTimer::setType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ProgressTimer
的用法示例。
在下文中一共展示了ProgressTimer::setType方法的5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: cool
void SkillButton::cool(float time) {
ProgressTimer *prog = static_cast<ProgressTimer *>(this->getChildByTag(PROGRESS_TAG));
//判断之前是否已经设置了冷却效�?
if (!prog) {
prog = ProgressTimer::create(Sprite::create("image/1.png"));
prog->setType( ProgressTimer::Type::RADIAL);
prog->setTag(PROGRESS_TAG);
this->addChild(prog);
prog->setAnchorPoint(Vec2(0.f, 0.f));
prog->setPosition(0.f, 0.f);
prog->setScale(this->getContentSize().width / prog->getContentSize().width); //调整到和图标一样大�?
}
auto to1 = Sequence::createWithTwoActions(ProgressTo::create(0, 100.f),
ProgressTo::create(time, 0.f));
prog->runAction(to1);
}
示例2: progressTimerNodeWithRenderTexture
ProgressTimer* TransitionProgressRadialCW::progressTimerNodeWithRenderTexture(RenderTexture* texture)
{
Size size = Director::getInstance()->getWinSize();
ProgressTimer* node = ProgressTimer::create(texture->getSprite());
// but it is flipped upside down so we flip the sprite
node->getSprite()->setFlippedY(true);
node->setType( ProgressTimer::Type::RADIAL );
// Return the radial type that we want to use
node->setReverseDirection(true);
node->setPercentage(100);
node->setPosition(Vector2(size.width/2, size.height/2));
node->setAnchorPoint(Vector2(0.5f,0.5f));
return node;
}
示例3: onSkillStarted
void SkillItem::onSkillStarted()
{
this->setEnabled(false);
ProgressTo *to1 = ProgressTo::create(getSkillCDTime(), 100);
ProgressTimer *sprite = ProgressTimer::create(Sprite::create(this->getDisableIcon().c_str()));
sprite->setType(ProgressTimer::Type::RADIAL);
auto tint = Sequence::create(TintTo::create(getSkillCDTime(), 60, 255, 180),
NULL);
sprite->setPosition(Point(getContentSize().width / 2, getContentSize().height / 2));
sprite->setBarChangeRate(Point(0, 1));
addChild(sprite, 0, SKILL_ITEM_CHILD_TAG);
sprite->runAction(Sequence::create(Spawn::create(to1, tint, NULL),CallFunc::create( CC_CALLBACK_0( SkillItem::onSkillCDFinished, this)) ,NULL) );
}
示例4: init
bool skillCd::init()
{
if (!Layer::init())
return false;
Size visibleSize = Director::getInstance()->getVisibleSize();
ProgressTo *to = ProgressTo::create(3.0f, 100);
Sprite *skill_icon = Sprite::create("icon.png");
ProgressTimer *skill = ProgressTimer::create(skill_icon);
skill->setType(kCCProgressTimerTypeRadial);
skill->setPosition(visibleSize.width / 2, visibleSize.height / 2);
addChild(skill);
Sprite *skill_icon_back = skill_icon;
skill_icon_back->setPosition(visibleSize.width / 2, visibleSize.height / 2);
skill_icon_back->setOpacity(100);
addChild(skill_icon_back);
skill->runAction(to);
return true;
}
示例5: init
//.........这里部分代码省略.........
this->addChild(left_btn,1);
auto right_btn = Sprite::create("right.png");
right_btn->setScale(0.3);
right_btn->setPosition(Point(250, 125));
right_btn->setTag(TAG_RIGHT);
this->addChild(right_btn,1);
auto up_btn = Sprite::create("up.png");
up_btn->setScale(0.3);
up_btn->setPosition(Point(175, 200));
up_btn->setTag(TAG_UP);
this->addChild(up_btn,1);
auto down_btn = Sprite::create("down.png");
down_btn->setScale(0.3);
down_btn->setPosition(Point(175, 50));
down_btn->setTag(TAG_DOWN);
this->addChild(down_btn,1);
auto attack_btn = Sprite::create("attack.png");
attack_btn->setScale(0.5);
attack_btn->setPosition(positionForTileCoord(Point(25,16)));
attack_btn->setTag(ATTACK);
this->addChild(attack_btn,1);
//hero hp
Sprite *heroEmHP = Sprite::create("empty.png");
heroEmHP->setPosition(Point(150, 600));
heroEmHP->setScale(1.5);
this->addChild(heroEmHP);
Sprite* heroFuHP = Sprite::create("full.png");
ProgressTimer *pBlood = ProgressTimer::create(heroFuHP);
pBlood->setType(kCCProgressTimerTypeBar);
pBlood->setMidpoint(Point(0, 0));
pBlood->setBarChangeRate(Point(1, 0));
pBlood->setPercentage(100.0f);
pBlood->setPosition(Point(150, 600));
pBlood->setScale(1.5);
this->addChild(pBlood, 1, 6);
auto hero =Sprite::create("hero.png");
hero->setPosition(Point(50, 600));
hero->setScale(0.3);
this->addChild(hero);
//patrol monster hp
Sprite *enEmHP = Sprite::create("empty.png");
enEmHP->setPosition(Point(150, 550));
enEmHP->setScale(1.5);
this->addChild(enEmHP,1,7);
Sprite* enFuHP = Sprite::create("full.png");
ProgressTimer *enpBlood = ProgressTimer::create(enFuHP);
enpBlood->setType(kCCProgressTimerTypeBar);
enpBlood->setMidpoint(Point(0, 0));
enpBlood->setBarChangeRate(Point(1, 0));
enpBlood->setPercentage(100.0f);
enpBlood->setPosition(Point(150, 550));
enpBlood->setScale(1.5);
this->addChild(enpBlood, 1,8);
auto monster = Sprite::create("monster.png");
monster->setPosition(Point(50,550));
monster->setScale(0.1);
monster->setTag(9);
this->addChild(monster);
//archer