{
//初始化Loading界面
Ccmenu *menu=(Ccmenu *)getChildByTag(1); menu->setVisible(false); CCSize size=CCDirector::sharedDirector()->getWinSize(); labelLoading=cclabelTTF::create("loading...","Arial",20); labelPercent=cclabelTTF::create("0%",20); labelLoading->setposition(ccp(size.wIDth/2,size.height/2)); labelPercent->setposition(ccp(size.wIDth/2,size.height*0.3)); this->addChild(labelLoading); this->addChild(labelPercent); numberofSprites=200; numberofLoadedSprites=0; CCSprite *loadBg=CCSprite::create("slIDerTrack.png"); loadBg->setposition(ccp(size.wIDth/2,size.height*0.2)); this->addChild(loadBg); loadProgress=CCProgresstimer::create(CCSprite::create("slIDerProgress.png")); loadProgress->setbarChangeRate(ccp(1,0)); loadProgress->setType(kCCProgresstimerTypebar); loadProgress->setMIDpoint(ccp(0,0)); loadProgress->setposition(ccp(size.wIDth/2,size.height*0.2)); this->addChild(loadProgress,1); for(int i=0;i<100;i++) { CCTextureCache::sharedTextureCache()->addImageAsync("HelloWorld.png",this,callfuncO_selector(MyScene::loadingCallBack)); CCTextureCache::sharedTextureCache()->addImageAsync("icon.png",callfuncO_selector(MyScene::loadingCallBack)); } } //更新界面 voID MyScene::loadingCallBack(CCObject* pSender) { numberofLoadedSprites++; char tmp[10]; float value=((float)numberofLoadedSprites/numberofSprites)*100; sprintf(tmp,"%d%%",(int)(value)); labelPercent->setString(tmp); loadProgress->setPercentage(value); if(numberofLoadedSprites==numberofSprites) { turnToScene(); } } //加载完成后需要做的事 voID MyScene::turnToScene() { CCScene *sence=HelloWorld::scene(); CCDirector::sharedDirector()->replaceScene(sence); } 总结以上是内存溢出为你收集整理的Cocos2d-X 学习笔记 11 制作Loading视图全部内容,希望文章能够帮你解决Cocos2d-X 学习笔记 11 制作Loading视图所遇到的程序开发问题。
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