Cocos2d-x--实现Loading界面加载资源

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原理,使用

CCTextureCache::sharedTextureCache()->addImageAsync("background.png", this, callfuncO_selector(Assets::loadingCallBack));

加载纹理时,每加载一张纹理调用一次Assets::loadingCallBack,Assets::loadingCallBack实现进度条的进度跟进和判断跳转


步骤:

1.新建一个Cocos2d-x工程,保证能成功运行(我一直在说废话,呵呵)

2.在HelloWorldScene.h文件中修改和增加代码

3.在HelloWorldScene.cpp文件中修改和增加代码

4.新建SecondScene.h和SecondScene.cpp两个文件,用于加载完成后跳转


1.新建一个Cocos2d-x工程,保证能成功运行,没有其他的了


2.在HelloWorldScene.h文件中修改和增加代码


HelloWorld();    virtual bool init();      static cocos2d::CCScene* scene();        CREATE_FUNC(Assets);void loadingCallBack(cocos2d::CCObject *obj);//回调函数,每加载一张纹理就调用一次private:cocos2d::CCLabelTTF *m_pLabelLoading;//文字标签,用于显示“Loading”字样cocos2d::CCLabelTTF *m_pLabelPercent;//文字标签,用于显示百分比int currentNum;//当前加载到第几张int totalNum;//加载总数


3.在HelloWorldScene.cpp文件中修改和增加代码


构造函数,初始化currentNum和totalNum

HelloWorld::HelloWorld():currentNum(0),totalNum(500){}

修改init()中的do代码块为:


CC_BREAK_IF(! CCLayer::init());//取得屏幕大小CCSize size = CCDirector::sharedDirector()->getWinSize();//文字标签,用于显示Loding字样和加载的进度m_pLabelLoading = CCLabelTTF::create("Loading...", "Arial", 25);m_pLabelPercent = CCLabelTTF::create("0%", "Arial", 25) ;m_pLabelLoading->setPosition(ccp(size.width / 2, size.height / 2 + 50));m_pLabelPercent->setPosition(ccp(size.width / 2, size.height / 2));this->addChild(m_pLabelLoading);this->addChild(m_pLabelPercent);//加载HelloWorld.png纹理for (int i = 0; i < 500; i++){//加载纹理,回调Assets::loadingCallBackCCTextureCache::sharedTextureCache()->addImageAsync("HelloWorld.png", this, callfuncO_selector(Assets::loadingCallBack));}        bRet = true;

回调函数loadingCallBack的实现:

void Assets::loadingCallBack(cocos2d::CCObject *obj){//currentNum初始值为0,每加载一张纹理值自加1++currentNum;char tmp[10];//求得百分比sprintf(tmp, "%d%%", (int)(((float)currentNum / totalNum) * 100));//设置标签显示的内容m_pLabelPercent->setString(tmp);//如果当前加载的张数跟总数相等则进行场景跳转if (currentNum == totalNum){this->removeChild(m_pLabelPercent, true);this->removeChild(m_pLabelLoading, true);//场景跳转CCScene *m_SecondScene = SecondScene::scene();  CCDirector::sharedDirector()->replaceScene(CCTransitionJumpZoom::create(1.0f,m_SecondScene));}}


4.新建SecondScene.h和SecondScene.cpp两个文件,用于加载完成后跳转


新建场景的步骤详见http://blog.csdn.net/zlqqhs/article/details/9245125

将SecondScene.cpp文件下的init函数下的代码改为:

//通过名字从CCTextureCache中取得纹理CCTexture2D *texture = CCTextureCache::sharedTextureCache()->textureForKey("HelloWorld.png");//实例化精灵CCSprite *m_sprite = CCSprite::createWithTexture(texture);CC_BREAK_IF(!m_sprite);//设置精灵位置m_sprite->setPosition(ccp(100, 100));//添加精灵到场景this->addChild(m_sprite);bRet = true;


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