看我们两个Test后,以同样的方式看第三个,先看头文件,发现基本模块都这样了,几乎可以直接跳过了
直接看cpp文件的实现。
Layer* nextAction();
Layer* backAction();
Layer* restartAction();
前面这三方法也基本不用看了 几乎一样。
第一个动作
void SpriteProgressToRadial::onEnter()
{
SpriteDemo::onEnter();
auto s = Director::getInstance()->getWinSize();
auto to1 = Sequence::createWithTwoActions(ProgressTo::create(2, 100), ProgressTo::create(0, 0));//创建一个动作序列,包含两个动作,2秒内转到100%,马上变为0%
auto to2 = Sequence::createWithTwoActions(ProgressTo::create(2, 100), ProgressTo::create(0, 0));
auto left = ProgressTimer::create(Sprite::create(s_pathSister1));
left->setType( ProgressTimer::Type::RADIAL );设置为圆形进度,还可以设置矩行的 ProgressTimer::Type::BAR
addChild(left);
left->setPosition(Vec2(100, s.height/2));
left->runAction( RepeatForever::create(to1));
auto right = ProgressTimer::create(Sprite::create(s_pathBlock));
right->setType(ProgressTimer::Type::RADIAL);
// Makes the ridial CCW
right->setReverseProgress(true);
addChild(right);
right->setPosition(Vec2(s.width-100, s.height/2));
right->runAction( RepeatForever::create(to2));
尝试:试了下矩形,发现是从中间扩张到最大,并不是我们平时那种常见的矩形高度不变,改变宽度的那种。
尝试改变锚点,发现达不到效果,其实可以想象,锚点只是修改了,进度调表现的起始位置,表现形式还是没变。
继续找
/**
* This allows the bar type to move the component at a specific rate
* Set the component to 0 to make sure it stays at 100%.
* For example you want a left to right bar but not have the height stay 100%
* Set the rate to be Vec2(0,1); and set the midpoint to = Vec2(0,.5f);
*/
inline void setBarChangeRate(const Vec2& barChangeRate ) { _barChangeRate = barChangeRate; }
发现源码有这么段话,虽然英文不太好,还是基本了解他的意思
setBarChangeRate之后,看到效果了,宽度不变,只变高度。看看midpiont是干嘛用的
/**
* Midpoint is used to modify the progress start position.
* If you're using radials type then the midpoint changes the center point
* If you're using bar type the the midpoint changes the bar growth
* it expands from the center but clamps to the sprites edge so:
* you want a left to right then set the midpoint all the way to Vec2(0,y)
* you want a right to left then set the midpoint all the way to Vec2(1,y)
* you want a bottom to top then set the midpoint all the way to Vec2(x,0)
* you want a top to bottom then set the midpoint all the way to Vec2(x,1)
*/
void setMidpoint(const Vec2& point);
第一句解释就解释了这个值的作用,用来觉得进度启动的位置
然后 最后四句话告诉了我们这么使用矩形类型的进度条如何运动
}
继续看下面的例子,意外的发现就是在表现这些。
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("zwoptex/grossini.plist");
auto left = ProgressTimer::create(Sprite::createWithSpriteFrameName("grossini_dance_01.png"));
最后一个例子有点不一样的是 sprite的创建。用了一个图片配置文件,然后直到文件名来创建精力