1.void GameScene::setProgress(){
pr=ProgressTimer::create(Sprite::create("progress.png"));
pr->setType(kCCProgressTimerTypeBar); //类型
pr->setPosition(ccp(320,1000));
pr->setMidpoint(ccp(0,0)); //进度动画放下
pr->setBarChangeRate(ccp(1,0)); //进度条宽高的变化
pr->setPercentage(100);
this->addChild(pr,1);
numsTTF=CCLabelTTF::create("0", "Marker Felt", 18);
numsTTF->setPosition(ccp(300, 1000));
this->addChild(numsTTF, 1);
this->scheduleUpdate();
}
void GameScene::update(float dt){
float cu=pr->getPercentage();
cu-=0.08f;
if(cu<=0){
Director::getInstance()->replaceScene(TransitionProgressRadialCCW::create(2.0f,GameOverLayer::scene()));
}
pr->setPercentage(cu);
CCString *str = CCString::createWithFormat("%.2f%%",cu);
numsTTF->setString(str->getCString());
}
pr=ProgressTimer::create(Sprite::create("progress.png"));
pr->setType(kCCProgressTimerTypeBar); //类型
pr->setPosition(ccp(320,1000));
pr->setMidpoint(ccp(0,0)); //进度动画放下
pr->setBarChangeRate(ccp(1,0)); //进度条宽高的变化
pr->setPercentage(100);
this->addChild(pr,1);
numsTTF=CCLabelTTF::create("0", "Marker Felt", 18);
numsTTF->setPosition(ccp(300, 1000));
this->addChild(numsTTF, 1);
this->scheduleUpdate();
}
void GameScene::update(float dt){
float cu=pr->getPercentage();
cu-=0.08f;
if(cu<=0){
Director::getInstance()->replaceScene(TransitionProgressRadialCCW::create(2.0f,GameOverLayer::scene()));
}
pr->setPercentage(cu);
CCString *str = CCString::createWithFormat("%.2f%%",cu);
numsTTF->setString(str->getCString());
}