在ProgressView中,主要有变化的地方就是Rect的构造方式改变了。从CCReckMake改为Rect::Rect(...);
血量条的基本思路就是以要显示在Scene上的血量条的长度作为基准,通过比较玩家当前的血量,和总血量
对学两条选择性的显示一部分,来表示玩家血量的变化。
ProgressView.h
// // ProgressView.h // Fight // // Created by Cytzrs on 15/2/3. // // #ifndef __Fight__ProgressView__ #define __Fight__ProgressView__ #include <iostream> #include "cocos2d.h" using namespace cocos2d; class ProgressView : public Node { public: ProgressView(); public: //设置血条背景 void setBackgroundTexture(const char *pName); //设置血条前景 void setForegroundTexture(const char *pName); //设置总血量 void setTotalProgress(float total); //设置当前血量 void setCurrentProgress(float progress); //得到当前血量 float getCurrentProgress() const; //得到总血量 float getTotalProgress() const; private: //设置前景血条显示的长度 void setForegroundTextureRect(const Rect &rect); private: Sprite *m_progressBackground;//背景血条 Sprite *m_progressForeground;//前景血条 float m_totalProgress;//总血量 float m_currentProgress;//当前血量 float m_scale;//放大倍数 }; #endif /* defined(__Fight__ProgressView__) */ProgressView.cpp
// // ProgressView.cpp // Fight // // Created by Cytzrs on 15/2/3. // // #include "ProgressView.h" ProgressView::ProgressView() : m_progressBackground(NULL),m_progressForeground(NULL),m_totalProgress(0.0f),m_currentProgress(0.0f),m_scale(1.0f) { } void ProgressView::setBackgroundTexture( const char *pName ) { m_progressBackground = Sprite::create(pName); this->addChild(m_progressBackground); } void ProgressView::setForegroundTexture( const char *pName ) { m_progressForeground = Sprite::create(pName); m_progressForeground->setAnchorPoint(Vec2(0.0f,0.5f));//设置锚点 m_progressForeground->setPosition(Vec2(-m_progressForeground->getContentSize().width * 0.5f,0)); this->addChild(m_progressForeground); } void ProgressView::setTotalProgress( float total ) { if (m_progressForeground == NULL) {return;} m_scale = m_progressForeground->getContentSize().width / total; m_totalProgress = total; } void ProgressView::setCurrentProgress( float progress ) { if (m_progressForeground == NULL) {return;} if (progress < 0.0f) {progress = 0.0f;} if (progress > m_totalProgress) {progress = m_totalProgress;} m_currentProgress = progress; float rectWidth = progress * m_scale; const Point from = m_progressForeground->getTextureRect().origin; const Rect rect = Rect::Rect(from.x,from.y,rectWidth,m_progressForeground->getContentSize().height); setForegroundTextureRect(rect); } void ProgressView::setForegroundTextureRect( const Rect &rect ) { m_progressForeground->setTextureRect(rect); } float ProgressView::getCurrentProgress() const { return m_currentProgress; } float ProgressView::getTotalProgress() const { return m_totalProgress; }
最后将血量条加入Scene:
//设置英雄的血条 m_pProgressView = new ProgressView(); m_pProgressView->setPosition(Vec2(150,450)); m_pProgressView->setScale(2.2f); m_pProgressView->setBackgroundTexture("xue_back.png"); m_pProgressView->setForegroundTexture("xue_fore.png"); m_pProgressView->setTotalProgress(100.0f); m_pProgressView->setCurrentProgress(100.0f); // this->addChild(m_pProgressView,2); //下面两个是为了让血条更好好看 Sprite *xuekuang=Sprite::create("kuang.png");//添加血条的框架 xuekuang->setPosition(Vec2(m_pProgressView->getPositionX(),m_pProgressView->getPositionY())); Sprite *touxiang=Sprite::create("touxiang.png");//添加英雄的左上角的小头像 touxiang->setPosition(Vec2(m_pProgressView->getPositionX()-120,m_pProgressView->getPositionY())); this->addChild(touxiang,2); this->addChild(xuekuang,2); this->addChild(m_pProgressView,2);其中xuekuang,touxiang两个精灵与血量条的实现无关,只是起到装饰作用,所以要通过m_pProgressView的位置
来决定把自己放在那里来进行装饰。
然后再血量需要改变的地方调用
m_pProgressView->setCurrentProgress(m_pProgressView->getCurrentProgress()-1);通过改变setCurrentProgress的参数来改变血量值,通常的做法是对当前的血量加减来实现。
关于学两条,在我自己的工作经历中,我选择了使用ControlSlider控件来实现,下边是我的方式:
首先在XXX.h中(我的是HellWorld.h)声明一个ControlSlider实例:
ControlSlider *slider;然后再.cpp中这样使用:
slider = ControlSlider::create(Sprite::create("xue_back1.png"),Sprite::create("xue_fore1.png"),Sprite::create() ); slider->setAnchorPoint(Vec2(0.0f,0.5f)); slider->setMinimumValue(0.0f); // Sets the min value of range slider->setMaximumValue(100.0f); // Sets the max value of range slider->setPosition(kuang->getPositionX()+1,kuang->getPositionY()); slider->setEnabled(false); this->addChild(slider); slider->addTargetWithActionForControlEvents(this,cccontrol_selector(HelloWorld::valueChanged),Control::EventType::VALUE_CHANGED);
同样的,我们还是采用类似的方法来改变血量条的现实:
slider->setValue(slider->getValue()+1);
最后,通过给ControllSlider设置回调,我们可以再slider发生变化时做一些特定的是,不过我现在还没想到要做什么
暂且打个log吧。
代码入下:
void valueChanged(Ref *sender,Control::EventType controlEvent);
void HelloWorld::valueChanged(Ref *sender,Control::EventType controlEvent) { log("---df-ds-f-%f",slider->getValue()); if(slider->getValue() > -0.0000001 && slider->getValue() < 0.0000001) { for(int i = 0; i < 100; i++) { log("U dE"); } } }PS:多写博客,帮助自己,方便他人! 原文链接:https://www.f2er.com/cocos2dx/344523.html