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Classes


Class cc.ProgressTimer


Extends cc.Node.

Defined in: CCProgressTimer.js.

Class Summary
Constructor Attributes Constructor Name and Description
 
cc.Progresstimer is a subclass of cc.Node.
Method Summary
Method Attributes Method Name and Description
<static>  
cc.ProgressTimer.create(sprite)
create a progress timer object with image file name that renders the inner sprite according to the percentage
 
ctor()
 
draw(ctx)
stuff gets drawn here
 
This allows the bar type to move the component at a specific rate Set the component to 0 to make sure it stays at 100%.
 
return color of sprite
 
Midpoint is used to modify the progress start position.
 
return Opacity of sprite
 
Percentages are from 0 to 100
 
The image to show the progress percentage, retain
 
Change the percentage to change progress
 
Initializes a progress timer with the sprite as the shape the timer goes through
 
 
 
setBarChangeRate(barChangeRate)
 
setColor(color)
set color of sprite
 
setMidpoint(mpoint)
Midpoint setter
 
setOpacity(opacity)
Opacity
 
 
setPercentage(percentage)
from 0-100
 
Reverse Progress setter
 
setSprite(sprite)
 
setType(type)
set Progress type of cc.ProgressTimer
Methods borrowed from class cc.Node:
addChild, cleanup, convertToNodeSpace, convertToNodeSpaceAR, convertTouchToNodeSpace, convertTouchToNodeSpaceAR, convertToWorldSpace, convertToWorldSpaceAR, description, getActionByTag, getActionManager, getAnchorPoint, getAnchorPointInPoints, getBoundingBox, getBoundingBoxToWorld, getCamera, getChildByTag, getChildren, getChildrenCount, getContentSize, getGLServerState, getGrid, getOrderOfArrival, getParent, getPosition, getPositionX, getPositionY, getRotation, getScale, getScaleX, getScaleY, getScheduler, getShaderProgram, getSkewX, getSkewY, getTag, getUserData, getUserObject, getVertexZ, getZOrder, ignoreAnchorPointForPosition, init, isIgnoreAnchorPointForPosition, isRunning, isVisible, nodeToParentTransform, nodeToWorldTransform, numberOfRunningActions, onEnter, onEnterTransitionDidFinish, onExit, onExitTransitionDidStart, parentToNodeTransform, pauseSchedulerAndActions, release, removeAllChildren, removeAllChildrenWithCleanup, removeChild, removeChildByTag, removeFromParent, removeFromParentAndCleanup, reorderChild, resumeSchedulerAndActions, retain, runAction, schedule, scheduleOnce, scheduleUpdate, scheduleUpdateWithPriority, setActionManager, setAnchorPoint, setContentSize, setGLServerState, setGrid, setNodeDirty, setOrderOfArrival, setParent, setPosition, setPositionX, setPositionY, setRotation, setScale, setScaleX, setScaleY, setScheduler, setShaderProgram, setSkewX, setSkewY, setTag, setUserData, setUserObject, setVertexZ, setVisible, setZOrder, sortAllChildren, stopAction, stopActionByTag, stopAllActions, transform, transformAncestors, unschedule, unscheduleAllCallbacks, unscheduleUpdate, update, updateTransform, visit, worldToNodeTransform
Class Detail
cc.ProgressTimer()
cc.Progresstimer is a subclass of cc.Node.
It renders the inner sprite according to the percentage.
The progress can be Radial, Horizontal or vertical.
Method Detail
<static> {cc.ProgressTimer} cc.ProgressTimer.create(sprite)
create a progress timer object with image file name that renders the inner sprite according to the percentage
// Example
var progress = cc.ProgressTimer.create('progress.png')
Parameters:
{cc.Sprite} sprite
Returns:
{cc.ProgressTimer}

ctor()

draw(ctx)
stuff gets drawn here
Parameters:
{CanvasContext} ctx

{cc.Point} getBarChangeRate()
This allows the bar type to move the component at a specific rate Set the component to 0 to make sure it stays at 100%. For example you want a left to right bar but not have the height stay 100% Set the rate to be cc.p(0,1); and set the midpoint to = cc.p(0,.5f);
Returns:
{cc.Point}

{cc.Color3B} getColor()
return color of sprite
Returns:
{cc.Color3B}

{cc.Point} getMidpoint()
Midpoint is used to modify the progress start position. If you're using radials type then the midpoint changes the center point If you're using bar type the the midpoint changes the bar growth it expands from the center but clamps to the sprites edge so: you want a left to right then set the midpoint all the way to cc.p(0,y) you want a right to left then set the midpoint all the way to cc.p(1,y) you want a bottom to top then set the midpoint all the way to cc.p(x,0) you want a top to bottom then set the midpoint all the way to cc.p(x,1)
Returns:
{cc.Point}

{Number} getOpacity()
return Opacity of sprite
Returns:
{Number}

{Number} getPercentage()
Percentages are from 0 to 100
Returns:
{Number}

{cc.Sprite} getSprite()
The image to show the progress percentage, retain
Returns:
{cc.Sprite}

{cc.PROGRESS_TIMER_TYPE_RADIAL|cc.PROGRESS_TIMER_TYPE_BAR} getType()
Change the percentage to change progress
Returns:
{cc.PROGRESS_TIMER_TYPE_RADIAL|cc.PROGRESS_TIMER_TYPE_BAR}

{Boolean} initWithSprite(sprite)
Initializes a progress timer with the sprite as the shape the timer goes through
Parameters:
{cc.Sprite} sprite
Returns:
{Boolean}

isOpacityModifyRGB()

isReverseDirection()

setBarChangeRate(barChangeRate)
Parameters:
{cc.Point} barChangeRate

setColor(color)
set color of sprite
Parameters:
{cc.Color3B} color

setMidpoint(mpoint)
Midpoint setter
Parameters:
{cc.Point} mpoint

setOpacity(opacity)
Opacity
Parameters:
{Number} opacity

setOpacityModifyRGB(bValue)
Parameters:
bValue

setPercentage(percentage)
from 0-100
Parameters:
{Number} percentage

setReverseDirection(reverse)
Reverse Progress setter
Parameters:
{Boolean} reverse

setSprite(sprite)
Parameters:
{cc.Sprite} sprite

setType(type)
set Progress type of cc.ProgressTimer
Parameters:
{cc.PROGRESS_TIMER_TYPE_RADIAL|cc.PROGRESS_TIMER_TYPE_BAR} type

Documentation generated by JsDoc Toolkit 2.4.0 on Wed Jan 09 2013 07:51:53 GMT-0800 (PST)