过渡页面,加载进度
Posted zhangthree
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local LoadingView = class("LoadingView",BaseUI) --需要加载的plist文件 local PLIST_FILE = { "unit/base/unit23_dead" , "unit/blue/blue_unit23_dead" , "unit/green/green_unit23_dead" , "unit/yellow/yellow_unit23_dead" , "ani/unit1/unit1" , "ani/unit_17/unit17" , "ani/unit_17/unit_17_flash" , "ani/attack/ATK_1" , "ani/attack/ATK_2" , "ani/attack/SPECIAL_1" , "unit/base/unit1", "unit/base/unit2", "unit/base/unit3", "unit/base/unit4", "unit/base/unit5", "unit/base/unit6", "unit/base/unit7", "unit/base/unit8", "unit/base/unit9", "unit/base/unit10", "unit/base/unit11", "unit/base/unit12", "unit/base/unit13", "unit/base/unit14", "unit/base/unit15", "unit/base/unit16", "unit/base/unit17", "unit/base/unit18", "unit/base/unit19", "unit/base/unit20", "unit/base/unit21", "unit/base/unit22", "unit/base/unit23", } function LoadingView:ctor() -- LoadingView.super.ctor(self, 0, false,true) local bg = display.newSprite("UI/login_bg.png") bg:setAnchorPoint(cc.p(0, 0)) self:addChild(bg) self.loadResNum = 0 local loadingBg = cc.Sprite:createWithSpriteFrameName("loadgame_bg.png") loadingBg:setPosition(cc.p(display.cx, display.height / 10)) self:addChild(loadingBg) local loading = cc.Sprite:createWithSpriteFrameName("loadgame_inner.png")--display.newSprite(loadStr) self.loadingBar = display.newProgressTimer(loading, cc.PROGRESS_TIMER_TYPE_BAR):addTo(self) self.loadingBar:setMidpoint(cc.p(0, 0)) self.loadingBar:setBarChangeRate(cc.p(1, 0)) self.loadingBar:setPercentage(0) self.loadingBar:setPosition(cc.p(0, 0)) self.loadingBar:setPosition(cc.p(display.cx, display.height / 10)) self:updateLoadRes() end function LoadingView:updateLoadRes() local updateTimes = 0 local nowLoadNums = 0 local function updateLoad(dt) updateTimes = updateTimes + 1 if updateTimes > 20 and updateTimes % 3 == 0 then nowLoadNums = nowLoadNums + 1 display.addSpriteFrames(PLIST_FILE[nowLoadNums]..".plist", PLIST_FILE[nowLoadNums]..".png", handler(self,self.loadResCallBack)) end if #PLIST_FILE <= nowLoadNums then cc.vv.dump(" -- > stop update load res ... ") self:closeSchedule() --关闭加载层 cc.vv.layerMgr:removeLayer("LoadingView") end end self.scheduleListener = cc.Director:getInstance():getScheduler():scheduleScriptFunc(updateLoad , 0 , false) end function LoadingView:closeSchedule() print("关闭调度器-1") if self.scheduleListener ~= nil then print("关闭调度器-2") cc.Director:getInstance():getScheduler():unscheduleScriptEntry(self.scheduleListener) self.scheduleListener = nil end end function LoadingView:loadResCallBack(texture2d) self.loadResNum = self.loadResNum + 1 cc.vv.dump(self.loadResNum,"loadResNum") local nowPercent = math.min( 100,100*(self.loadResNum/#PLIST_FILE)) self.loadingBar:setPercentage(nowPercent) dump(nowPercent, "nowPercent", 10) if nowPercent >= 100 then --资源加载完成 cc.vv.dump("资源加载完成----") end end return LoadingView
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