Bold Pixel Engine v0.9 refactor

Hi everyone!

As promised, as soon as BPE has a couple of games under its belt, it will be made available. There are a couple of games going on with it and those are almost done, but the engine’s part is finished.

With all we’ve been through with it, refactoring was needed so I put a bit of work in the engine this evening (coding on a Saturday evening… geek!) and I’d like to show you how to do something with it.

I’d love that you take a look at the code and let me know if you think it is easy to follow, since this is the philosophy behind most of BPE’s classes.

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package
{
import bpe.blit.*;
import bpe.managers.*;
import flash.display.MovieClip;
import flash.events.Event;
public class BoldPixelEngine extends MovieClip
{
public function BoldPixelEngine():void
{
addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event)
{
var engine:Engine = new Engine(640, 480);
var layer:Layer = engine.layer.create();
var actor:Entity = layer.entity.create();
var animation:uint = TextureManager.createCollectionFromMovieClip(idle);
addChild(engine.render.window);
actor.x = 320;
actor.y = 140;
actor.animation.loop(animation);
Loop.AddListener(engine.update);
}
}
}

What this code does is to create a blit engine instance in the stage and draw a time based animation in it.

What I’d like to know is, without any further explaining, does this look simple and intuitive to you?

Thanks!

Posted: January 30th, 2010
at 11:52pm by Vlad

Tagged with ,


Categories: The code of VGS

Comments: 9 comments