Lesson3Base.as
/*******************************************************************************
* 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.
*红色字体为小球的控制组件
******************************************************************************/
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="800", height="600", frameRate="60")]
public class Lesson3Base extends Sprite
{
public function Lesson3Base()
{
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 = 800;
sceneView.height = 600;
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(-375,-275); // 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 for position information
controller.positionReference = new PropertyReference("@Spatial.position");
// Add the demo controller component to the Hero entity with the name "Controller"
hero.addComponent( controller, "Controller" );
hero.initialize("Hero"); // Register the entity with PBE under the name "Hero"
}
}
}
DemoControllerComponent.as
package
{
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()
public class DemoControllerComponent extends TickedComponent
{
// Keep a property reference to our entity's position.
public var positionReference:PropertyReference;
// Store the direction that our entity is traveling: 1 is to the right, -1 is to the left.
private var direction:int = 1;
// onTick() is called every frame
public override function onTick(tickRate:Number):void
{
// Copy the owner entity's position into a local Point structure
var position:Point = owner.getProperty(positionReference);
// If we are over the left edge...
if (position.x < -375) {
// ...then push ourselves to the right for the time being.
direction = 1;
// Move our entity down a notch
if (position.y<280) position.y += 20;
else position.y=-260;
}
// If we are over the right edge...
else if (position.x > 375) {
// ...then push ourselves to the left for the time being.
direction = -1;
// Move our entity down a notch
if (position.y<280) position.y += 20;
else position.y=-260;
}
// Move 5 units in the direction that we're headed
position.x += direction * 10;
// Set the spatial component's position based on our new value
owner.setProperty(positionReference, position);
}
}
}