PushButton Engine - Tutorial 3
PushButton Engine
* Copyright (C) 2009 PushButton Labs, LLC
* For more information see http://www.pushbuttonengine.com
*
* This file is licensed under the terms of the MIT license, which is included
* in the License.html file at the root directory of this SDK.
♥0 |
Line 72 |
Modified 2010-08-23 12:17:50 |
MIT License
archived:2017-03-09 23:15:47
ActionScript3 source code
/**
* Copyright Makiyivka ( http://wonderfl.net/user/Makiyivka )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/vWBv
*/
/*******************************************************************************
* PushButton Engine
* Copyright (C) 2009 PushButton Labs, LLC
* For more information see http://www.pushbuttonengine.com
*
* This file is licensed under the terms of the MIT license, which is included
* in the License.html file at the root directory of this SDK.
******************************************************************************/
package
{
import com.pblabs.engine.PBE;
import com.pblabs.engine.core.*;
import com.pblabs.engine.entity.*;
import com.pblabs.rendering2D.*;
import com.pblabs.rendering2D.ui.*;
import flash.display.Sprite;
import flash.geom.Point;
[SWF(width="460", height="460", frameRate="60")]
public class Lesson3 extends Sprite
{
public function Lesson3()
{
PBE.startup(this); // Start up PBE
createScene(); // Set up a simple scene entity
createHero(); // Create a simple avatar entity
}
private function createScene():void
{
var sceneView:SceneView = new SceneView(); // Make the SceneView
sceneView.width = 460;
sceneView.height = 460;
PBE.initializeScene(sceneView); // This is just a helper function that will set up a basic scene for us
}
private function createHero():void
{
var hero:IEntity = allocateEntity(); // Allocate an entity for our hero avatar
var spatial:SimpleSpatialComponent = new SimpleSpatialComponent(); // Create our spatial component
spatial.position = new Point(-230,-230); // Set our hero's spatial position as -375,-275 -- the upper left corner
spatial.size = new Point(50,50); // Set our hero's size as 50,50
spatial.spatialManager = PBE.spatialManager;
hero.addComponent( spatial, "Spatial" ); // Add our spatial component to the Hero entity with the name "Spatial"
var render:SimpleShapeRenderer = new SimpleShapeRenderer(); // Create a renderer to display our object
render.fillColor = 0x0000FF0;
render.isCircle = true;
render.radius = 25;
render.lineSize = 2;
render.lineColor = 0x000000;
render.scene = PBE.scene; // Set which scene this is a part of
// Point the render component to this entity's Spatial component for position information
render.positionProperty = new PropertyReference("@Spatial.position");
// Point the render component to this entity's Spatial component for rotation information
render.rotationProperty = new PropertyReference("@Spatial.rotation");
hero.addComponent( render, "Render" ); // Add our render component to the Hero entity with the name "Render"
var controller:DemoControllerComponent = new DemoControllerComponent();
//point the controller component to this entity's Spatial component
controller.positionReference = new PropertyReference("@Spatial.position");
//add the demo controller component to the Hero entitiy with the name "Controller"
hero.addComponent(controller, "Controller");
hero.initialize("Hero"); // Register the entity with PBE under the name "Hero"
}
}
}
/*========================================================================================
DemoControllerComponent
=========================================================================================*/
import com.pblabs.engine.components.TickedComponent;
import com.pblabs.engine.entity.PropertyReference;
import flash.geom.Point;
//Make a ticked component so that it can update itself every frame with onTick()
class DemoControllerComponent extends TickedComponent
{
//Keep a property reference to our entity's position
public var positionReference:PropertyReference;
//Store the direction that our entitiy is travling: 1 = right, -1 = left
private var direction:int = 1;
//onTick() is called every frame
public override function onTick(tickRate:Number):void
{
//copy the owner entitiy's position into a local Point structure
var position:Point = owner.getProperty(positionReference);
//if we are over the left edge...
if (position.x < -230) {
//...then push ourselves to the right for the time being
direction = 1;
//move our entity down a notch
position.y += 20;
}
//If we are over the right edge...
if (position.x > 230) {
//...then push ourselves to the left for the time being
direction = -1;
//move our entity down a notch
position.y += 20;
}
//move 5 units in the direction that we are headed
position.x += direction * 5;
//set the spatial component's position based on our new value
owner.setProperty(positionReference, position);
}
}