本文主要是介绍PushButton引擎学习笔记1,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
(此文为转载,原出处不详,而由于某种原因只通过CSDN的BLOG在不同地点不同网域共享信息,如有不妥请告知,抱歉)
1,理解PBE类。
PBE类在PB引擎中就相当于我们程序中的Main一样,是一切PBE引起模块的起点。其下面的方法和属性都是静态的,一方面,PBE类作为引擎的启动入口,另一方面,该类对引擎的各个模块有很好的组织作用,通过其静态成员很好的管理着各个模块。如:inputManager对按键等进行着监听、levelManager对游戏关口进行着管理,还有soundManager、screenManager、templateManager等。
2,SceneView
在PB中,SceneView相当于Flash IDE主文档类的下一层。看源码,很容易知道这一点:
public function SceneView()
{
if(PBE.mainClass)
{
PBE.mainClass.addChild(this);
width = PBE.mainStage.stage.stageWidth;
height = PBE.mainStage.stage.stageHeight;
name = "SceneView";
}
}
{
if(PBE.mainClass)
{
PBE.mainClass.addChild(this);
width = PBE.mainStage.stage.stageWidth;
height = PBE.mainStage.stage.stageHeight;
name = "SceneView";
}
}
上面的mainClass就相当于Flash IDE中的主文档,而SceneView则是在其基础上新建的一层。SceneView也是PB中所有可见对象被加载到的最底一层。例如:你要在舞台上呈现一个圆形,大概的操作流程是:初始化一个SceneView,新new一个圆形对象,然后将圆形“关联”到这个SceneView中。
3,Entity
PB中,所有被加载到SceneView中的,都被看做是一个实体:Entity,与Entity相关的类和接口因为这个原因会被经常用到。
下面用一个简单的实例说明这些,在舞台上画出一个长方形:
package
{
import com.pblabs.engine.entity.IEntity;
import com.pblabs.engine.entity.*;
import com.pblabs.rendering2D.SimpleShapeRenderer;
import com.pblabs.rendering2D.SimpleSpatialComponent;
import com.pblabs.rendering2D.ui.SceneView;
import flash.display.Sprite;
import flash.events.Event;
import com.pblabs.engine.PBE;
import flash.geom.Point;
/**
* ...
* @author luoyuqiang
*/
public class Main extends Sprite
{
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
PBE.startup(this);
createScene();//创建一个SceneView
createHero();//创建一个Entity
removeEventListener(Event.ADDED_TO_STAGE, init);
}
private function createHero():void
{
var hero:IEntity = PBE.allocateEntity();
var spatial:SimpleSpatialComponent = new SimpleSpatialComponent();
spatial.position = new Point(0, 0);
spatial.size = new Point(102, 102);
spatial.spatialManager = PBE.spatialManager;//用到了PBE的spatialManager
hero.addComponent(spatial, "spatial" );
var retangle:SimpleShapeRenderer = new SimpleShapeRenderer();
retangle.isSquare = true;
retangle.fillColor = 0x000000;
retangle.alpha = 1;
retangle.lineSize = 1;
retangle.size = new Point(200, 200);
retangle.scene = PBE.scene;
retangle.positionProperty = new PropertyReference("@spatial.position");
retangle.rotationProperty = new PropertyReference("@spatial.rotation");
hero.addComponent(retangle, "retangle");
hero.initialize("Hero");
}
private function createScene():void
{
var scene:SceneView = new SceneView();
PBE.initializeScene(scene);
}
}
}
{
import com.pblabs.engine.entity.IEntity;
import com.pblabs.engine.entity.*;
import com.pblabs.rendering2D.SimpleShapeRenderer;
import com.pblabs.rendering2D.SimpleSpatialComponent;
import com.pblabs.rendering2D.ui.SceneView;
import flash.display.Sprite;
import flash.events.Event;
import com.pblabs.engine.PBE;
import flash.geom.Point;
/**
* ...
* @author luoyuqiang
*/
public class Main extends Sprite
{
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
PBE.startup(this);
createScene();//创建一个SceneView
createHero();//创建一个Entity
removeEventListener(Event.ADDED_TO_STAGE, init);
}
private function createHero():void
{
var hero:IEntity = PBE.allocateEntity();
var spatial:SimpleSpatialComponent = new SimpleSpatialComponent();
spatial.position = new Point(0, 0);
spatial.size = new Point(102, 102);
spatial.spatialManager = PBE.spatialManager;//用到了PBE的spatialManager
hero.addComponent(spatial, "spatial" );
var retangle:SimpleShapeRenderer = new SimpleShapeRenderer();
retangle.isSquare = true;
retangle.fillColor = 0x000000;
retangle.alpha = 1;
retangle.lineSize = 1;
retangle.size = new Point(200, 200);
retangle.scene = PBE.scene;
retangle.positionProperty = new PropertyReference("@spatial.position");
retangle.rotationProperty = new PropertyReference("@spatial.rotation");
hero.addComponent(retangle, "retangle");
hero.initialize("Hero");
}
private function createScene():void
{
var scene:SceneView = new SceneView();
PBE.initializeScene(scene);
}
}
}
另外,要说明的是,你只用PB的一部分接口也是可以的。例如,上面我们在createScene中直接用常规的方法new一个sprite后,将其addChild到SceneView对象中,也可实现上面的结果。只是在真正用PB开发项目时,这种用法不推荐,一来没充分发挥PB的作用,二来以后维护起来也不方便。
private function createScene():void
{
var scene:SceneView = new SceneView();
PBE.initializeScene(scene);
var sprite:Sprite = new Sprite();
sprite.graphics.clear();
sprite.graphics.beginFill(0x000000);
sprite.graphics.drawRect(0, 0, 200, 200);
sprite.graphics.endFill();
scene.addChild(sprite);
}
{
var scene:SceneView = new SceneView();
PBE.initializeScene(scene);
var sprite:Sprite = new Sprite();
sprite.graphics.clear();
sprite.graphics.beginFill(0x000000);
sprite.graphics.drawRect(0, 0, 200, 200);
sprite.graphics.endFill();
scene.addChild(sprite);
}
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