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