Cocos2D HTML5 V3 : ProgressTimer doesn't work with extend function

I try to extend the ProgressTimer, but it doesn’t work.

var HealthBar = cc.ProgressTimer.extend({
    ctor: function(baseLife){
        this.bar1 = cc.Sprite.create(asset.health_bar1);
        this.bar2 = cc.Sprite.create(asset.health_bar2);
        this.bar3 = cc.Sprite.create(asset.health_bar3);
        
        this._super(this.bar1);
        this.setPercentage(100);
        this.currentLife = baseLife;
        this.baseLife = baseLife;
        this.setType(cc.ProgressTimer.TYPE_BAR);
        this.setBarChangeRate(cc.p(1,0));
        this.setMidpoint(cc.p(0,0));
        
        this.scheduleUpdate();
        
        
    },
    baseLife: 0,
    currentLife: 0,
    bar1: null,
    bar2: null,
    bar3: null,
    
    update: function(){
        if(this.percentage < 25){
            this.setSprite(this.bar3);
        }else if(this.percentage < 55){
            this.setSprite(this.bar2);
        }
    },
    
    takeDamage: function(attack){
        this.currentLife-=attack;
        var persen = 0;
        if(this.currentLife > 0){
            var persen = this.currentLife/this.baseLife * 100;
        }
        
        var action = cc.ProgressTo.create(1.5, persen);
        this.runAction(action);
    },
});

And this code in layer :

var healthBar = new HealthBar(400);
        healthBar.setPosition(cc.winSize.width/2, cc.winSize.height/2);
        healthBar.setVisible(true);
        this.addChild(healthBar, 2);

What’s wrong with my code? Thank you.

I solve the problem, that is because i’m not running progressTo action. So it will show nothing until we running the action.