首先创造一个背景
createScene():
接着在背景上创造一个属于自己的东东hero
createHero():
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 test2 extends Sprite
{
public function test2()
{
PBE.startup(this);
createScene();
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.lineSize = 2;
render.radius = 25;
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"
hero.initialize("Hero"); // Register the entity with PBE under the name "Hero"
}
}
}