为便于看客实际操作和理解,直接上例子
#include "LoadingBar.h"
#include "HelloWorldScene.h"
#include "GameScene.h"
static int res_count=0;
// 资源集合
std::string PRELOAD_PLIST[]=
{
"mainscene1-hd",
"stages_theme2-hd",
"themescene3-hd",
"TBottle-hd",
"TBlueStar-hd",
"TFireBottle-hd",
"stages_theme5-hd",
"themescene2-hd",
"stages_bg",
"Items02-hd",
"gamemenu-hd",
"Items01-hd",
"gameover-hd",
"gameover0-hd",
"TRocket-hd"
};
//提示语集合
std::string TIPS_LIST[]=
{
"hello",
"true",
"love",
"stories",
"never",
"have",
"endings",
};
Scene* BarBar::createScene()
{
auto scene=Scene::create();
auto layer=BarBar::create();
scene->addChild(layer);
return scene;
}
bool BarBar::init()
{
if (!Layer::init())
{
return false;
}
// 添加背景
auto bg = Sprite::create("mainbg1.png");
bg->setAnchorPoint(Vec2(0,0));
bg->setPosition(Vec2:

本文通过实例代码详细介绍了如何在Cocos2d-x游戏中使用进度条(LoadingBar)展示资源的异步加载过程,帮助开发者更好地理解和应用异步加载技术。
显示资源加载&spm=1001.2101.3001.5002&articleId=53196058&d=1&t=3&u=e7cccdc86b9d463aac41c476b3212b2d)
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