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.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 | 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 Bold Pixel Engine, FlashGameBlogs
Categories: The code of VGS
Comments: 9 comments
