flex游戏引擎(PushButton)--键盘控制组件-移动小球

Lesson4Base.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.
 ******************************************************************************/

package
{
    import com.pblabs.engine.PBE;
    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 Lesson4Base extends Sprite
    {
        public function Lesson4Base()
        {
            // Start up PBE
            PBE.startup(this);
           
            // Set up a simple scene entity
            createScene();
           
            // Create a simple avatar entity
            createHero();
        }
       
        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(0,0);                                // Set our hero's spatial position as 0,0
            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"
           
           
            // Create an instance of our hero controller component
            var controller:HeroControllerComponent = new HeroControllerComponent();
            // 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"        
        }
    }
}

HeroControllerComponent.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.
 ******************************************************************************/

package
{
 
 import com.pblabs.engine.PBE;
 import com.pblabs.engine.components.TickedComponent;
 import com.pblabs.engine.entity.PropertyReference;
 import com.pblabs.engine.core.InputKey;
 
 
 import flash.geom.Point;
 
 // Make a ticked component so that it can update itself every frame with onTick()
 public class HeroControllerComponent extends TickedComponent
 {
  // Keep a property reference to our entity's position.
  public var positionReference:PropertyReference;
  
  // onTick() is called every frame
  public override function onTick(tickRate:Number):void
  {
       
   var position:Point = owner.getProperty(positionReference);
           
   // Look at our input keys to see which direction we should move. Left is -x, right is +x.
         
   if (PBE.isKeyDown(InputKey.RIGHT))
          
   {
             
    // Move our hero to the right
            
     position.x += 15;
           
   }
      
   if (PBE.isKeyDown(InputKey.LEFT))
         
   {
         
    // Move our hero to the left
           
     position.x -= 15;
        
   }
   if (PBE.isKeyDown(InputKey.UP))
    
   {
    
    // Move our hero to the right
    
    position.y -= 15;
    
   }
   
   if (PBE.isKeyDown(InputKey.DOWN))
    
   {
    
    // Move our hero to the left
    
    position.y += 15;
    
   }    
          
   // Finally, add some boundary limits so that we don't go off the edge of the screen.
   30.           
   if (position.x > 375)
         
   {
              
    // Set our position at the wall edge
              
     position.x = 375;               
          
   } 
         
   else if (position.x < -375)
         
   {
              
    // Set our position at the wall edge
              
     position.x = -375;
         
   }
   if (position.y > 260)
    
   {
    
    // Set our position at the wall edge
    
    position.y = 260;               
    
   } 
    
   else if (position.y < -260)
    
   {
    
    // Set our position at the wall edge
    
    position.y = -260;
    
   }    
        
   // Send our manipulated spatial variables back to the spatial manager
         
    owner.setProperty(positionReference, position);    
   
  }
 }
}

 

 

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