cocos2dx3.2利用ProgressTimer组合成评分控件
来源:程序员人生 发布时间:2014-11-16 05:26:58 阅读次数:3091次
1、制作背景
现在很多游戏或利用需要评分,就是1般来讲满分10分,1般用星星来表示。
那末cocos2dx里面如何制作评分这样的控件呢?
我的打算是进度条组合成绩行了。
2、材料准备
如上图所示,即2颗小星星便可。
3、终究效果
4、代码实现
/////////////////////////////////////////////////////////////////////////////////
/***************************ScoreBar Class**************************************/
/////////////////////////////////////////////////////////////////////////////////
class ScoreBar:public cocos2d::Node
{
public:
CREATE_FUNC(ScoreBar);
static ScoreBar* create(float mPercentage);
CC_CONSTRUCTOR_ACCESS:
ScoreBar();
~ScoreBar();
virtual bool init();
virtual bool initSelf();
virtual bool initBackGround();
virtual bool initProgress();
public:
void setPercent(unsigned char mPercentage);
float getPercent() const;
private:
cocos2d::Vector<cocos2d::ProgressTimer*>* _progressBars;
cocos2d::Node* _backGround;
};
/////////////////////////////////////////////////////////////////////////////////
/***************************ScoreBar Class**************************************/
/////////////////////////////////////////////////////////////////////////////////
ScoreBar::ScoreBar():_progressBars(nullptr),
_backGround(nullptr)
{
}
ScoreBar::~ScoreBar()
{
_progressBars->clear();
CC_SAFE_DELETE(_progressBars);
CC_SAFE_RELEASE(_backGround);
}
ScoreBar* ScoreBar::create( float mPercentage )
{
auto bar = new ScoreBar();
if (bar&&bar->init())
{
bar->setPercent(mPercentage);
bar->autorelease();
return bar;
}
CC_SAFE_DELETE(bar);
bar = nullptr;
return nullptr;
}
bool ScoreBar::init()
{
bool ret = false;
if (Node::init())
{
IF_RETURN_FALSE(!initSelf());
return true;
}
return ret;
}
bool ScoreBar::initSelf()
{
IF_RETURN_FALSE(!initBackGround());
IF_RETURN_FALSE(!initProgress());
return true;
}
bool ScoreBar::initBackGround()
{
unsigned char elementCount = 5;
const std::string elementBg = "grid/star_default.png";
_backGround = Node::create();
IF_RETURN_FALSE(!_backGround);
addChild(_backGround);
for (unsigned char i=0;i<elementCount;i++)
{
auto elementSprite = Sprite::create(elementBg);
IF_RETURN_FALSE(!elementSprite);
_backGround->addChild(elementSprite);
elementSprite->setPosition(elementSprite->getContentSize().width*i,0.0f);
}
return true;
}
bool ScoreBar::initProgress()
{
unsigned char elementCount = 5;
const std::string elementPre = "grid/star_show.png";
float w = 0.0f;
float h = 0.0f;
if (nullptr==_progressBars)
{
_progressBars = new cocos2d::Vector<cocos2d::ProgressTimer*>();
}
for (unsigned char i=0;i<elementCount;i++)
{
auto elemntSprite = Sprite::create(elementPre);
IF_RETURN_FALSE(!elemntSprite);
w = elemntSprite->getContentSize().width;
h = elemntSprite->getContentSize().height;
auto mProgressBar = ProgressTimer::create(elemntSprite);
IF_RETURN_FALSE(!mProgressBar);
addChild(mProgressBar);
_progressBars->pushBack(mProgressBar);
mProgressBar->setPosition(elemntSprite->getContentSize().width*i,0.0f);
mProgressBar->setType(ProgressTimer::Type::BAR);
mProgressBar->setMidpoint(Vec2(0,0));
mProgressBar->setBarChangeRate(Vec2(1, 0));
}
this->setContentSize(Size(w*elementCount,h));
//CC_SAFE_RELEASE(baseSprite);
return true;
}
void ScoreBar::setPercent( unsigned char mPercentage )
{
unsigned char elementCount = 5; //the total num of progress' star
unsigned char perFull = 100/elementCount; //per star full percent
unsigned int per = mPercentage/perFull; // full star num
unsigned char remain = (mPercentage%perFull)*elementCount; //the remain percent
for(unsigned char i=0;i<_progressBars->size();i++)
{
if(i<per)
_progressBars->at(i)->setPercentage(100);
else
_progressBars->at(i)->setPercentage(0);
}
if (per<_progressBars->size())
{
_progressBars->at(per)->setPercentage(remain);
}
}
float ScoreBar::getPercent() const
{
float percent = 0;
unsigned char elementCount = 5;
for(auto e:*_progressBars)
{
percent+=e->getPercentage();
}
return percent/elementCount;
}
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