cocos creator基础-(十八)高级UI的实现 - 弹出式对话框、个性化时间进度条

1: 完成弹出式对话框; 2: 完成个性化时间进度条; cocos creator基础-(十八)高级UI的实现 - 弹出式对话框、个性化时间进度条 弹出式对话框 1:对话框的结构:   根节点 -->         mask: 全屏的单色精灵,监听事件,关闭对话框;           dlg 与它的孩子: 对话框的内容,监听事件,挡住不让他传递到mask节点上;               弹出式动画:           mask: 渐变进来;           对话框内容缩放,并加上easing缓动对象;         收起式动画:           mask: 渐变出去;           对话框内容缩小,并加上easing 缓动对象; 2: 对话框组件脚本   (1)show_dlg   (2)hide_dlg   
 1 // popup_dlg.js
 2 cc.Class({
 3     extends: cc.Component,
 4 
 5     properties: {
 6         // foo: {
 7         //    default: null,      // The default value will be used only when the component attaching
 8         //                           to a node for the first time
 9         //    url: cc.Texture2D,  // optional, default is typeof default
10         //    serializable: true, // optional, default is true
11         //    visible: true,      // optional, default is true
12         //    displayName: 'Foo', // optional
13         //    readonly: false,    // optional, default is false
14         // },
15         // ...
16         mask: {
17             type: cc.Node,
18             default: null,
19         },
20 
21         mask_opacity: 128,
22 
23         content: {
24             type: cc.Node,
25             default: null,
26         },
27 
28     },
29 
30     // use this for initialization
31     onl oad: function () {
32         
33     },
34 
35     show_dlg: function() {
36         this.node.active = true;
37         // mask 渐变出来;
38         this.mask.opacity = 0;
39         var fin = cc.fadeTo(0.3, this.mask_opacity);
40         this.mask.runAction(fin);
41         // dlg由小到大
42 
43         this.content.scale = 0;
44         var s = cc.scaleTo(0.4, 1).easing(cc.easeBackOut());
45         this.content.runAction(s);
46     },
47 
48     hide_dlg: function() {
49         // 
50         var fout = cc.fadeOut(0.3);
51         this.mask.runAction(fout);
52 
53         var s = cc.scaleTo(0.3, 0).easing(cc.easeBackIn());
54         var end_func = cc.callFunc(function() {
55             this.node.active = false;
56         }.bind(this));
57 
58         var seq = cc.sequence([s, end_func]);
59         this.content.runAction(seq);
60     },
61     // called every frame, uncomment this function to activate update callback
62     // update: function (dt) {
63 
64     // },
65 });

 

// game_scene.js
var popup_dlg = require("piopup_dlg");
cc.Class({
    extends: cc.Component,

    properties: {
        // foo: {
        //     // ATTRIBUTES:
        //     default: null,        // The default value will be used only when the component attaching
        //                           // to a node for the first time
        //     type: cc.SpriteFrame, // optional, default is typeof default
        //     serializable: true,   // optional, default is true
        // },
        // bar: {
        //     get () {
        //         return this._bar;
        //     },
        //     set (value) {
        //         this._bar = value;
        //     }
        // },
        dlg : {
            type : popup_dlg,
            default : null
        },
    },

    // LIFE-CYCLE CALLBACKS:

    // onl oad () {},

    start () {

    },
    on_show_dlg_click: function(){
        this.dlg.showDlg();
    },
    // update (dt) {},
});

 

个性化时间进度条 1: 编写脚本, 来使用sprite的扇形来显示当前的进度:   属性:     time_sec: 定时器的时间     clockwise: 是否为顺时针或逆时针;     reverse: 是否反转   start_clock_action: 开始累积时间,看时间过去的百分比,来改变精灵显示的百分比;   stop_clock_action: 停止计时累积;   
// timebar.js
cc.Class({
    extends: cc.Component,

    properties: {
        // foo: {
        //    default: null,      // The default value will be used only when the component attaching
        //                           to a node for the first time
        //    url: cc.Texture2D,  // optional, default is typeof default
        //    serializable: true, // optional, default is true
        //    visible: true,      // optional, default is true
        //    displayName: 'Foo', // optional
        //    readonly: false,    // optional, default is false
        // },
        // ...

        action_time: 15,
        clockwise: false, // 是否为顺时针
        reverse: false, // false, 由少变多,否者的话的就是由多变少;

        play_onload: true, // 是否在加载的时候开始倒计时
    },

    // use this for initialization
    onl oad: function () {
        this.now_time = 0;
        this.is_running = false;
        this.node.active = false; 

        this.sprite = this.getComponent(cc.Sprite);
        if (this.play_onload) {
            this.start_clock_action(this.action_time);
        }    
    },


    start_clock_action: function(action_time, end_func) {
        if (action_time <= 0) {
            return;
        }

        this.end_func = end_func;

        this.node.active = true;
        this.action_time = action_time;
        this.now_time = 0;
        
        this.is_running = true;
    },

    stop_clock_action: function() {
        this.node.active = false;
        this.is_running = false;
    },
    
    // called every frame, uncomment this function to activate update callback
    update: function (dt) {
        if (!this.is_running) {
            return;
        }

        this.now_time += dt;
        var per = this.now_time / this.action_time;
        if (per > 1) { // 结束了,超时了
            per = 1;
            this.is_running = false;
            if (this.end_func) {
                this.end_func();
            }
            
        }
        
        if (this.reverse) {
            per = 1 - per;
        }

        if (this.clockwise) {
            per = -per;
        }
        this.sprite.fillRange = per;
    },
});

 

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