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Cocos2d-x cookbook

You're reading from   Cocos2d-x cookbook Over 50 hands-on recipes to help you efficiently administer and maintain your games with Cocos2d-x

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781783284757
Length 254 pages
Edition 1st Edition
Languages
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Author (1):
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Akihiro Matsuura Akihiro Matsuura
Author Profile Icon Akihiro Matsuura
Akihiro Matsuura
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started with Cocos2d-x FREE CHAPTER 2. Creating Sprites 3. Working with Labels 4. Building Scenes and Layers 5. Creating GUIs 6. Playing Sounds 7. Working with Resource Files 8. Working with Hardware 9. Controlling Physics 10. Improving Games with Extra Features 11. Taking Advantages Index

Creating loading bars


When you are consuming a process or downloading something, you can indicate that it is not frozen by showing its progress to the user. To show such progresses, Cocos2d-x has a LoadingBar class. In this recipe, you will learn how to create and show the loading bars.

Getting ready

Firstly, we have to prepare an image for the progress bar. This image is called loadingbar.png. You will add this image in the Resouces/res folder.

How to do it...

It generates an instance of the loading bar by specifying the image of the loading bar. Further, it is set to 0% by using the setPercent method. Finally, in order to advance the bar from 0% to 100% by 1% at 0.1 s, we will use the schedule method as follows:

auto loadingbar = ui::LoadingBar::create("res/loadingbar.png");
loadingbar->setPosition(size/2);
loadingbar->setPercent(0);
this->addChild(loadingbar);
this->schedule([=](float delta){
    float percent = loadingbar->getPercent();
    percent++;
    loadingbar->setPercent...
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