当我们进入一个游戏的时候首先要考虑到他的加载界面问题。
首先我们进入cc.LoaderScene中查看代码
如果用默认的方式的话并不是一个进度条、而是一个Label
源码:
//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:
_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);
});
}
所以当我们要把Label改成一个进度条的 时候就应该把创建Label改成创建进度条
创建进度条有两种情况: 一种是Layer
代码:
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);
然后在_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);
});
}
}
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;
this._loadingBar && this._loadingBar.setPercent(this._count);