當我們進入一個遊戲的時候首先要考慮到他的加載界面問題。
首先我們進入cc.LoaderScene中檢視代碼
如果用預設的方式的話并不是一個進度條、而是一個Label
源碼:
//loading percent
var label = self._label = new cc.LabelTTF("Loading... 0%", "Arial", fontSize);
label.setPosition(cc.pAdd(cc.visibleRect.center, cc.p(0, lblHeight)));
label.setColor(cc.color(180, 180, 180));
bgLayer.addChild(this._label, 10);
return true;
更新百分比的地方是:
<pre name="code" class="java">_startLoading: function () {
var self = this;
self.unschedule(self._startLoading);
var res = self.resources;
cc.loader.load(res,
function (result, count, loadedCount) {
var percent = (loadedCount / count * 100) | 0;
percent = Math.min(percent, 100);
self._label.setString("Loading... " + percent + "%");
}, function () {
if (self.cb)
self.cb.call(self.target);
});
}
是以當我們要把Label改成一個進度條的 時候就應該把建立Label改成建立進度條
建立進度條有兩種情況: 一種是Layer
代碼:
this._processLayer = cc.LayerColor.create(cc.color(255, 100, 100, 128), 1, 30);
this._processLayer.setPosition(cc.pAdd(centerPos, cc.p(- this._processLayerLength / 2, -logoHeight / 2 - 50)));
// this._processLayer.ignoreAnchorPointForPosition(false);
// this._processLayer.setAnchorPoint(cc.p(0, 0));
this._bgLayer.addChild(this._processLayer);
然後在_startLoading中修改更新方法:
_startLoading: function () {
var self = this;
self.unschedule(self._startLoading);
var res = self.resources;
cc.loader.load(res,
function (result, count, loadedCount) {
var percent = (loadedCount / count * 100) | 0;
percent = Math.min(percent, 100);
// self._label.setString("Loading... " + percent + "%");
//修改成
this._processLayer && this._processLayer.changeWidth(percent);
}, function () {
if (self.cb)
self.cb.call(self.target);
});
}
}
另外一種是用ccui.LoadingBar()建立一個進度條來實作:
var loadingBar = new ccui.LoadingBar();
loadingBar.setName("LoadingBar");
loadingBar.loadTexture(res.loadingbar);
loadingBar.setPercent(0);
loadingBar.setPosition(cc.pAdd(cc.visibleRect.center, cc.p(0, lblHeight)));
bgLayer.addChild(loadingBar, 10);
this._loadingbar = loadingBar;
在_startLoading中修改代碼:
this._loadingBar && this._loadingBar.setPercent(this._count);