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	<title>Slegg.net - Game Development, Rapid prototyping, Mobile Android and iOS, ShiVa &#187; ActionScript</title>
	<atom:link href="http://www.slegg.net/tag/actionscript/feed" rel="self" type="application/rss+xml" />
	<link>http://www.slegg.net</link>
	<description>About game development and other stuff...</description>
	<lastBuildDate>Sun, 29 May 2011 20:35:12 +0000</lastBuildDate>
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		<title>Mortar &#8211; Automated Admob Integration for ShiVa Android Projects</title>
		<link>http://www.slegg.net/mortar-automated-admob-integration-for-shiva-android-projects</link>
		<comments>http://www.slegg.net/mortar-automated-admob-integration-for-shiva-android-projects#comments</comments>
		<pubDate>Sun, 29 May 2011 20:34:21 +0000</pubDate>
		<dc:creator>Christian</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Modern Alchemists]]></category>
		<category><![CDATA[Rapid Prototyping in Game Development]]></category>
		<category><![CDATA[ShiVa]]></category>
		<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Console]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[FlashDevelop]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[MASH]]></category>
		<category><![CDATA[Mortar]]></category>
		<category><![CDATA[Rapid Prototyping]]></category>

		<guid isPermaLink="false">http://www.slegg.net/?p=752</guid>
		<description><![CDATA[Today we released version 0.75 of Mortar, our automation tool for ShiVa projects! Current feature is AdMob integration by pressing a single button. More features are planned: Custom scripting possibilites MAOF integration MASS integration Other enhancements Check it out at http://code.google.com/p/ma-sh/: either by downloading the AIR file or getting the source code via SVN! Tweet [...]]]></description>
			<content:encoded><![CDATA[<p>Today we released version 0.75 of Mortar, our automation tool for ShiVa projects! Current feature is <strong>AdMob integration</strong> by pressing a single button. More features are planned:</p>
<ul>
<li>Custom scripting possibilites</li>
<li>MAOF integration</li>
<li>MASS integration</li>
<li>Other enhancements</li>
</ul>
<p>Check it out at <a href="http://code.google.com/p/ma-sh/">http://code.google.com/p/ma-sh/</a>: either by downloading the AIR file or getting the source code via SVN!</p>


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		<item>
		<title>Level Master 2000 is live@google code!</title>
		<link>http://www.slegg.net/level-master-2000-is-livegoogle-code</link>
		<comments>http://www.slegg.net/level-master-2000-is-livegoogle-code#comments</comments>
		<pubDate>Mon, 23 Aug 2010 21:21:52 +0000</pubDate>
		<dc:creator>Christian</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Level Master 2000]]></category>
		<category><![CDATA[PushButton Engine]]></category>
		<category><![CDATA[Rapid Prototyping in Game Development]]></category>
		<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Broken Rules]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[FlashDevelop]]></category>
		<category><![CDATA[Qt]]></category>
		<category><![CDATA[Rapid Prototyping]]></category>
		<category><![CDATA[Thesis]]></category>

		<guid isPermaLink="false">http://blog.scrambled-egg.net/?p=645</guid>
		<description><![CDATA[Today I prepared the initial launch of Level Master 2000 at google code: http://code.google.com/p/levelmaster2000/. There are still a lot of features missing, as the project page states: August 24th, 2010. Commited as is. Consider this more a preview/announcement rather than a real release. A major restructuring will occur within the next months, but anyway &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.scrambled-egg.net/wp-content/uploads/2010/08/logo2.png"><img class="size-full wp-image-646" title="levelmaster2000_logo" src="http://blog.scrambled-egg.net/wp-content/uploads/2010/08/logo2.png" alt="Level Master 2000: Logo" width="624" height="145" /></a></p>
<div id="attachment_649" class="wp-caption aligncenter" style="width: 515px"><a href="http://blog.scrambled-egg.net/wp-content/uploads/2010/08/screenshot0001.png"><img class="size-large wp-image-649" title="LevelMaster2000_screenshot0001" src="http://blog.scrambled-egg.net/wp-content/uploads/2010/08/screenshot0001-1024x624.png" alt="Level Master 2000: screenshot0001" width="505" height="307" /></a><p class="wp-caption-text">Level Master 2000: screenshot0001</p></div>
<p>Today I prepared the initial launch of Level Master 2000 at google code: <a title="Level Master 2000 Google Code page" href="http://code.google.com/p/levelmaster2000/">http://code.google.com/p/levelmaster2000/</a>. There are still a lot of features missing, as the project page states:</p>
<blockquote><p>August 24th, 2010. Commited as is. Consider this more a preview/announcement rather than a real release. A major restructuring will occur within the next months, but anyway &#8211; here it is! </p></blockquote>
<p>Nevertheless, it&#8217;s a good feeling finally having it on air and getting some feedback!</p>


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		<title>Level Master 2000: OSX test succeeded!</title>
		<link>http://www.slegg.net/level-master-2000-osx-test-succeeded</link>
		<comments>http://www.slegg.net/level-master-2000-osx-test-succeeded#comments</comments>
		<pubDate>Sun, 15 Aug 2010 12:15:09 +0000</pubDate>
		<dc:creator>Christian</dc:creator>
				<category><![CDATA[Level Master 2000]]></category>
		<category><![CDATA[PushButton Engine]]></category>
		<category><![CDATA[Rapid Prototyping in Game Development]]></category>
		<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Qt]]></category>
		<category><![CDATA[Rapid Prototyping]]></category>
		<category><![CDATA[Thesis]]></category>

		<guid isPermaLink="false">http://blog.scrambled-egg.net/?p=626</guid>
		<description><![CDATA[Since I use Qt and Qt Creator, I thought: &#8220;why not try a OS X build?&#8221;. I didn&#8217;t plan to invest much time in it, as time is rare, but I was simply too curious to resist. So I installed Qt SDK and Qt Creator on a Mac, opened up the Level Master 2000-project and&#8230;. [...]]]></description>
			<content:encoded><![CDATA[<p>Since I use Qt and Qt Creator, I thought: &#8220;why not try a OS X build?&#8221;. I didn&#8217;t plan to invest much time in it, as time is rare, but I was simply too curious to resist. So I installed Qt SDK and Qt Creator on a Mac, opened up the Level Master 2000-project and&#8230;. CRASH =)<br />
Qt Creator reported, that some files couldn&#8217;t be found, but when clicking on the include statement in code, the path seemed to be correct, as I could open the header file with F2.<br />
So here&#8217;s what fixed it:</p>
<ol>
<li>Clean all targets</li>
<li>Regenerate the qMake file via Qt Creator</li>
<li>Rebuild the project</li>
<li>Install the latest Flashplayer and add the app/AS3/bin directory to Flash Player&#8217;s local trusted</li>
</ol>
<p>That was it! See for yourself:</p>
<div id="attachment_628" class="wp-caption aligncenter" style="width: 310px"><a href="http://blog.scrambled-egg.net/wp-content/uploads/2010/08/lm2k_osx.jpg"><img class="size-medium wp-image-628" title="lm2k_osx" src="http://blog.scrambled-egg.net/wp-content/uploads/2010/08/lm2k_osx-300x225.jpg" alt="Level Master 2000: running on OS X" width="300" height="225" /></a><p class="wp-caption-text">Level Master 2000: running on OS X</p></div>
<p>The GUI needs a bit work though (e.g. the &#8220;delete entity&#8221; button), but all in all I&#8217;m really impressed how easy this was. </p>


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		<title>Level Master 2000: Video of Racing Demo</title>
		<link>http://www.slegg.net/level-master-2000-video-of-racing-demo</link>
		<comments>http://www.slegg.net/level-master-2000-video-of-racing-demo#comments</comments>
		<pubDate>Tue, 01 Jun 2010 09:41:28 +0000</pubDate>
		<dc:creator>Christian</dc:creator>
				<category><![CDATA[Level Master 2000]]></category>
		<category><![CDATA[Rapid Prototyping in Game Development]]></category>
		<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[FlashDevelop]]></category>
		<category><![CDATA[PushButton Engine]]></category>
		<category><![CDATA[Qt]]></category>
		<category><![CDATA[Rapid Prototyping]]></category>
		<category><![CDATA[Thesis]]></category>

		<guid isPermaLink="false">http://blog.scrambled-egg.net/?p=566</guid>
		<description><![CDATA[As some people requested a video of the racing demo, here it is! The main purpose is to show off the custom event trigger with arbitrary event arguments, and how it integrates with Level Master 2000. I now a simple line edit for all event arguments is not very user friendly, but currently, time didn&#8217;t [...]]]></description>
			<content:encoded><![CDATA[<p>As some people requested a video of the racing demo, here it is! The main purpose is to show off the custom event trigger with arbitrary event arguments, and how it integrates with Level Master 2000. I now a simple line edit for all event arguments is not very user friendly, but currently, time didn&#8217;t allow me to create a custom property grid type for it. Anyway, here&#8217;s the video:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="570" height="365" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/19zLHhaDAnY&amp;hl=de_DE&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="570" height="365" src="http://www.youtube.com/v/19zLHhaDAnY&amp;hl=de_DE&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>I&#8217;ll post some more detailed info about this trigger class soon (hopefully this week)!</p>


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		<title>Using PushButton Engine with Flex4</title>
		<link>http://www.slegg.net/using-pushbutton-engine-with-flex4</link>
		<comments>http://www.slegg.net/using-pushbutton-engine-with-flex4#comments</comments>
		<pubDate>Sat, 15 May 2010 09:25:16 +0000</pubDate>
		<dc:creator>Christian</dc:creator>
				<category><![CDATA[Level Master 2000]]></category>
		<category><![CDATA[PushButton Engine]]></category>
		<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[FlashDevelop]]></category>

		<guid isPermaLink="false">http://blog.scrambled-egg.net/?p=547</guid>
		<description><![CDATA[I recently upgraded to Flex4 SDK. Before that everything worked fine. After that, I had some compiler errors, and a quick research brought to me that I had to add -static-link-runtime-shared-libraries=true to the additional compiler options. Doing some more in depth research, I discovered that this isn&#8217;t neccessary with a newer version of FlashDevelop &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p>I recently upgraded to Flex4 SDK. Before that everything worked fine. After that, I had some compiler errors, and a quick research brought to me that I had to add
<pre>-static-link-runtime-shared-libraries=true</pre>
<p> to the additional compiler options. Doing some more in depth research, I discovered that this isn&#8217;t neccessary with a newer version of FlashDevelop &#8211; and I can confirm: it&#8217;s true =)<br />
After the update procedure, everything compiled fine in debug mode. In release mode, it compiled too, but I got a runtime error: &#8220;VerifyError: Error #1024: Stack underflow occurred&#8221;. Again, investigating this error on the web, I stumbled over <a href="http://bugs.adobe.com/jira/browse/ASC-2266">http://bugs.adobe.com/jira/browse/ASC-2266</a>. The piece of code causing this, looked like so:</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript" style="font-family:monospace;">conn = <span style="color: #000000; font-weight: bold;">new</span> <span style="color: #0066CC;">LocalConnection</span><span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>;
conn.<span style="color: #006600;">client</span> = <span style="color: #0066CC;">this</span>;
conn.<span style="color: #0066CC;">allowDomain</span><span style="color: #66cc66;">&#40;</span><span style="color: #ff0000;">'*'</span><span style="color: #66cc66;">&#41;</span>;
<span style="color: #0066CC;">try</span> <span style="color: #66cc66;">&#123;</span>
	conn.<span style="color: #0066CC;">connect</span><span style="color: #66cc66;">&#40;</span><span style="color: #ff0000;">&quot;_SchemaConnection&quot;</span><span style="color: #66cc66;">&#41;</span>;
<span style="color: #66cc66;">&#125;</span> <span style="color: #0066CC;">catch</span> <span style="color: #66cc66;">&#40;</span><span style="color: #0066CC;">error</span>:ArgumentError<span style="color: #66cc66;">&#41;</span> <span style="color: #66cc66;">&#123;</span>
	<span style="color: #0066CC;">trace</span><span style="color: #66cc66;">&#40;</span><span style="color: #ff0000;">&quot;Can't connect to _SchemaConnection&quot;</span><span style="color: #66cc66;">&#41;</span>;
<span style="color: #66cc66;">&#125;</span></pre></div></div>

<p>So as you can see, it&#8217;s not the same as in the link above. I started commenting out line by line, and then I discovered, that it was the trace call. Replacing it with a Logger call finally fixed the error:</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript" style="font-family:monospace;">Logger.<span style="color: #0066CC;">print</span><span style="color: #66cc66;">&#40;</span><span style="color: #0066CC;">this</span>, <span style="color: #ff0000;">&quot;Can't connect to _SchemaConnection&quot;</span><span style="color: #66cc66;">&#41;</span>;</pre></div></div>

<p>I guess we&#8217;ll just put that on the unsolved mysteries stack <img src='http://blog.scrambled-egg.net/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>


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		<title>How to Use SWFSpriteSheetComponent (PBE)</title>
		<link>http://www.slegg.net/how-to-use-swfspritesheetcomponent-pbe</link>
		<comments>http://www.slegg.net/how-to-use-swfspritesheetcomponent-pbe#comments</comments>
		<pubDate>Fri, 12 Mar 2010 19:59:47 +0000</pubDate>
		<dc:creator>Christian</dc:creator>
				<category><![CDATA[PushButton Engine]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[ActionScript]]></category>

		<guid isPermaLink="false">http://www.scrambled-egg.net/blog/?p=413</guid>
		<description><![CDATA[JD Conley from Hive7 has posted a tutorial how to use his SWFSpriteSheetComponent for the PushButton Engine. Check it out at his blog, it&#8217;s definately worth a look! In short, using this component, you can combine, what normally is hard to achieve with Flash: animation with &#8220;thousands of buildings on the screen at once&#8220;. Tweet [...]]]></description>
			<content:encoded><![CDATA[<p>JD Conley from Hive7 has posted a tutorial how to use his SWFSpriteSheetComponent for the PushButton Engine. Check it out at his <a title="Mr. Sprite Sheet, Meet Ms. MovieClip" href="http://jdconley.com/blog/archive/2010/03/09/mr.-sprite-sheet-meet-ms.-movieclip.aspx" target="_blank">blog</a>, it&#8217;s definately worth a look!</p>
<p>In short, using this component, you can combine, what normally is hard to achieve with Flash: animation with &#8220;<cite>thousands of buildings on the screen at once</cite>&#8220;.</p>


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		<title>Simulate Double-Click with Actionscript</title>
		<link>http://www.slegg.net/simulate-double-click-with-actionscript</link>
		<comments>http://www.slegg.net/simulate-double-click-with-actionscript#comments</comments>
		<pubDate>Tue, 02 Feb 2010 20:56:00 +0000</pubDate>
		<dc:creator>Christian</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[ActionScript]]></category>

		<guid isPermaLink="false">http://www.scrambled-egg.net/blog/?p=287</guid>
		<description><![CDATA[Using the Flash built in solution to detect double clicks with MouseEvent.DOUBLE_CLICK can turn out to be a pain, especially if you&#8217;re developing more than a simple website (no offence to those who do! ). For my current project (Level Master 2000), I urgently needed such behaviour, and I didn&#8217;t want to turn on sprite.doubleClickEnabled [...]]]></description>
			<content:encoded><![CDATA[<p>Using the Flash built in solution to detect double clicks with <code>MouseEvent.DOUBLE_CLICK</code> can turn out to be a pain, especially if you&#8217;re developing more than a simple website (no offence to those who do! <img src='http://blog.scrambled-egg.net/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  ). For my current project (<a href="http://www.levelmaster2000.com">Level Master 2000</a>), I urgently needed such behaviour, and I didn&#8217;t want to turn on <code>sprite.doubleClickEnabled = true</code> for all selectable objects. So I simply implemented my own version, for which I can even adjust the click interval, such that a double click gets recognized.<br />
It&#8217;s as simple as:</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript" style="font-family:monospace;"><span style="color: #0066CC;">private</span> const DOUBLE_CLICK_INTERVAL:<span style="color: #0066CC;">int</span> = <span style="color: #cc66cc;">400</span>;
<span style="color: #0066CC;">private</span> <span style="color: #000000; font-weight: bold;">var</span> clickIntervalTimer:<span style="color: #0066CC;">int</span>;</pre></div></div>

<p>Somewhere, add your event listener to a normal mouse down event:</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript" style="font-family:monospace;"><span style="color: #66cc66;">%</span>something<span style="color: #66cc66;">%</span>.<span style="color: #006600;">addEventListener</span><span style="color: #66cc66;">&#40;</span>MouseEvent.<span style="color: #006600;">MOUSE_DOWN</span>, OnClick<span style="color: #66cc66;">&#41;</span>;</pre></div></div>

<p>And then, in the OnClick, check if it was a double click:</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript" style="font-family:monospace;"><span style="color: #b1b100;">if</span><span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#40;</span><span style="color: #0066CC;">getTimer</span><span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span> - clickIntervalTimer<span style="color: #66cc66;">&#41;</span> <span style="color: #66cc66;">&lt;</span> DOUBLE_CLICK_INTERVAL<span style="color: #66cc66;">&#41;</span> 
<span style="color: #66cc66;">&#123;</span>
    <span style="color: #808080; font-style: italic;">//A DOUBLE CLICK HAPPENED, DO SOMETHING!</span>
<span style="color: #66cc66;">&#125;</span>
&nbsp;
<span style="color: #808080; font-style: italic;">//Don't forget to update your clickIntervalTimer afterwards:</span>
clickIntervalTimer = <span style="color: #0066CC;">getTimer</span><span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>;</pre></div></div>

<p>Note: the <code>getTimer</code> function can be found in <code>import flash.utils.getTimer;</code>. Everything else should be straight forward!</p>


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		<title>Get class and super class</title>
		<link>http://www.slegg.net/get-class-and-super-class</link>
		<comments>http://www.slegg.net/get-class-and-super-class#comments</comments>
		<pubDate>Wed, 27 Jan 2010 10:49:27 +0000</pubDate>
		<dc:creator>Christian</dc:creator>
				<category><![CDATA[Level Master 2000]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[ActionScript]]></category>

		<guid isPermaLink="false">http://www.scrambled-egg.net/blog/?p=267</guid>
		<description><![CDATA[For Level Master 2000, I needed two functions: getClass, which I stuff in any kind of object, and it returns me its class. getSuperClass, which I stuff in it&#8217;s class name as string, and it returns me the class name of its parent as string. Note that first returns the class itself, and the second [...]]]></description>
			<content:encoded><![CDATA[<p>For <a href="level-master-2000">Level Master 2000</a>, I needed two functions:</p>
<ol>
<li>getClass, which I stuff in any kind of object, and it returns me its class.</li>
<li>getSuperClass, which I stuff in it&#8217;s class name as string, and it returns me the class name of its parent as string.</li>
</ol>
<p>Note that first returns the class itself, and the second one works with strings. If you need to e.g. let the second one work with classes also, just adapt it like in the first function.</p>
<p>All in all, you need to import these functions:</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript" style="font-family:monospace;"><span style="color: #0066CC;">import</span> flash.<span style="color: #006600;">utils</span>.<span style="color: #006600;">getDefinitionByName</span>;
<span style="color: #0066CC;">import</span> flash.<span style="color: #006600;">utils</span>.<span style="color: #006600;">getQualifiedClassName</span>;
<span style="color: #0066CC;">import</span> flash.<span style="color: #006600;">utils</span>.<span style="color: #006600;">getQualifiedSuperclassName</span>;</pre></div></div>

<p>And here are the two functions:</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript" style="font-family:monospace;"><span style="color: #0066CC;">public</span> <span style="color: #0066CC;">static</span> <span style="color: #000000; font-weight: bold;">function</span> getClass<span style="color: #66cc66;">&#40;</span>obj:<span style="color: #0066CC;">Object</span><span style="color: #66cc66;">&#41;</span>:<span style="color: #000000; font-weight: bold;">Class</span>
<span style="color: #66cc66;">&#123;</span>
	<span style="color: #b1b100;">return</span> <span style="color: #000000; font-weight: bold;">Class</span><span style="color: #66cc66;">&#40;</span>getDefinitionByName<span style="color: #66cc66;">&#40;</span>getQualifiedClassName<span style="color: #66cc66;">&#40;</span>obj<span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#41;</span>;
<span style="color: #66cc66;">&#125;</span></pre></div></div>


<div class="wp_syntax"><div class="code"><pre class="actionscript" style="font-family:monospace;"><span style="color: #0066CC;">static</span> <span style="color: #0066CC;">public</span> <span style="color: #000000; font-weight: bold;">function</span> getSuperClass<span style="color: #66cc66;">&#40;</span>className:<span style="color: #0066CC;">String</span><span style="color: #66cc66;">&#41;</span>:<span style="color: #0066CC;">String</span>
<span style="color: #66cc66;">&#123;</span>
	<span style="color: #b1b100;">return</span> getQualifiedSuperclassName<span style="color: #66cc66;">&#40;</span>getDefinitionByName<span style="color: #66cc66;">&#40;</span>className<span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#41;</span>;
<span style="color: #66cc66;">&#125;</span></pre></div></div>

<p>Note that getSuperClass only returns its direct parent. If you need to go further up the inheritance tree, you need to call it recursively. Highest it can get is &#8220;Object&#8221;.</p>


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		<title>PBE Series: using SchemaGenerator</title>
		<link>http://www.slegg.net/pbe-series-using-schemagenerator</link>
		<comments>http://www.slegg.net/pbe-series-using-schemagenerator#comments</comments>
		<pubDate>Fri, 22 Jan 2010 10:36:40 +0000</pubDate>
		<dc:creator>Christian</dc:creator>
				<category><![CDATA[PushButton Engine]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[ActionScript]]></category>

		<guid isPermaLink="false">http://www.scrambled-egg.net/blog/?p=248</guid>
		<description><![CDATA[Previously, in PBE Series: dynamically get list of public members, properties and methods of object or class, I noted that SchemaGenerator.instance.generateSchema&#40;&#41;; &#8220;dumps all classes and public info to a xml file&#8221;. We&#8217;ll, I&#8217;ve used it now, and I must admit that was a lie So here&#8217;s how you use it, and what it results in! [...]]]></description>
			<content:encoded><![CDATA[<p>Previously, in <a href="pbe-series-dynamically-get-list-of-public-members-properties-and-methods-of-object-or-class">PBE Series: dynamically get list of public members, properties and methods of object or class</a>, I noted that</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript" style="font-family:monospace;">SchemaGenerator.<span style="color: #006600;">instance</span>.<span style="color: #006600;">generateSchema</span><span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>;</pre></div></div>

<p>&#8220;dumps all classes and public info to a xml file&#8221;.<br />
We&#8217;ll, I&#8217;ve used it now, and I must admit that was a lie <img src='http://blog.scrambled-egg.net/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /><br />
So here&#8217;s how you use it, and what it results in!</p>
<p>First, you need to establish a local connection, and then call generateSchema:</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript" style="font-family:monospace;">conn = <span style="color: #000000; font-weight: bold;">new</span> <span style="color: #0066CC;">LocalConnection</span><span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>;
conn.<span style="color: #006600;">client</span> = <span style="color: #0066CC;">this</span>;
conn.<span style="color: #0066CC;">allowDomain</span><span style="color: #66cc66;">&#40;</span><span style="color: #ff0000;">'*'</span><span style="color: #66cc66;">&#41;</span>;
<span style="color: #0066CC;">try</span> <span style="color: #66cc66;">&#123;</span>
	conn.<span style="color: #0066CC;">connect</span><span style="color: #66cc66;">&#40;</span><span style="color: #ff0000;">&quot;_SchemaConnection&quot;</span><span style="color: #66cc66;">&#41;</span>;
<span style="color: #66cc66;">&#125;</span> <span style="color: #0066CC;">catch</span> <span style="color: #66cc66;">&#40;</span><span style="color: #0066CC;">error</span>:ArgumentError<span style="color: #66cc66;">&#41;</span> <span style="color: #66cc66;">&#123;</span>
	<span style="color: #0066CC;">trace</span><span style="color: #66cc66;">&#40;</span><span style="color: #ff0000;">&quot;Can't connect to _SchemaConnection&quot;</span><span style="color: #66cc66;">&#41;</span>;
<span style="color: #66cc66;">&#125;</span>
&nbsp;
SchemaGenerator.<span style="color: #006600;">instance</span>.<span style="color: #006600;">generateSchema</span><span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>;</pre></div></div>

<p>SchemaGenerator.instance.generateSchema will then call OnSchemaReceived in your class, so you need to add that. It takes two string arguments: type and data. Type is either &#8220;START&#8221;, &#8220;END&#8221;, &#8220;ERROR&#8221; or &#8220;TYPE&#8221;. Data is an XML description of the current processed class (internally it uses flash.utils.describeType), which you then can further interact with.<br />
Here&#8217;s an example of how OnSchemaReceived could look like:</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript" style="font-family:monospace;"><span style="color: #0066CC;">public</span> <span style="color: #000000; font-weight: bold;">function</span> OnSchemaReceived<span style="color: #66cc66;">&#40;</span><span style="color: #0066CC;">type</span>:<span style="color: #0066CC;">String</span>, <span style="color: #0066CC;">data</span>:<span style="color: #0066CC;">String</span><span style="color: #66cc66;">&#41;</span>:<span style="color: #0066CC;">void</span>
<span style="color: #66cc66;">&#123;</span>
	<span style="color: #b1b100;">switch</span><span style="color: #66cc66;">&#40;</span> <span style="color: #0066CC;">type</span> <span style="color: #66cc66;">&#41;</span>
	<span style="color: #66cc66;">&#123;</span>
		<span style="color: #b1b100;">case</span> <span style="color: #ff0000;">&quot;START&quot;</span>:
		<span style="color: #b1b100;">break</span>;
&nbsp;
		<span style="color: #b1b100;">case</span> <span style="color: #ff0000;">&quot;END&quot;</span>:
		<span style="color: #b1b100;">break</span>;
&nbsp;
		<span style="color: #b1b100;">case</span> <span style="color: #ff0000;">&quot;ERROR&quot;</span>:
		<span style="color: #b1b100;">break</span>;
&nbsp;
		<span style="color: #b1b100;">case</span> <span style="color: #ff0000;">&quot;TYPE&quot;</span>:
		<span style="color: #66cc66;">&#123;</span>
			<span style="color: #000000; font-weight: bold;">var</span> myXML:<span style="color: #0066CC;">XML</span> = <span style="color: #000000; font-weight: bold;">new</span> <span style="color: #0066CC;">XML</span><span style="color: #66cc66;">&#40;</span><span style="color: #0066CC;">data</span><span style="color: #66cc66;">&#41;</span>;
			myXML.<span style="color: #0066CC;">ignoreWhite</span> = <span style="color: #000000; font-weight: bold;">true</span>;
&nbsp;
			<span style="color: #000000; font-weight: bold;">var</span> xmlList:XMLList = myXML.<span style="color: #006600;">child</span><span style="color: #66cc66;">&#40;</span><span style="color: #ff0000;">&quot;factory&quot;</span><span style="color: #66cc66;">&#41;</span>;
&nbsp;
			<span style="color: #808080; font-style: italic;">//Check accessors:</span>
			<span style="color: #b1b100;">for</span> <span style="color: #b1b100;">each</span> <span style="color: #66cc66;">&#40;</span><span style="color: #000000; font-weight: bold;">var</span> acc:<span style="color: #0066CC;">XML</span> <span style="color: #b1b100;">in</span> xmlList.<span style="color: #006600;">accessor</span><span style="color: #66cc66;">&#41;</span>
			<span style="color: #66cc66;">&#123;</span>
				<span style="color: #808080; font-style: italic;">//DO SOMETHING.</span>
			<span style="color: #66cc66;">&#125;</span>
&nbsp;
			<span style="color: #808080; font-style: italic;">//Check public variables:</span>
			<span style="color: #b1b100;">for</span> <span style="color: #b1b100;">each</span> <span style="color: #66cc66;">&#40;</span><span style="color: #000000; font-weight: bold;">var</span> pVar:<span style="color: #0066CC;">XML</span> <span style="color: #b1b100;">in</span> xmlList.<span style="color: #0066CC;">variable</span><span style="color: #66cc66;">&#41;</span>
			<span style="color: #66cc66;">&#123;</span>
				<span style="color: #808080; font-style: italic;">//DO SOMETHING.</span>
			<span style="color: #66cc66;">&#125;</span>
		<span style="color: #66cc66;">&#125;</span>
		<span style="color: #b1b100;">break</span>;
	<span style="color: #66cc66;">&#125;</span>
<span style="color: #66cc66;">&#125;</span></pre></div></div>

<p>That should help you getting started!</p>


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		<title>PBE Series: creating spatial objects via ActionScript</title>
		<link>http://www.slegg.net/pbe-series-creating-spatial-objects-via-actionscript</link>
		<comments>http://www.slegg.net/pbe-series-creating-spatial-objects-via-actionscript#comments</comments>
		<pubDate>Sat, 19 Dec 2009 20:29:50 +0000</pubDate>
		<dc:creator>Christian</dc:creator>
				<category><![CDATA[PushButton Engine]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[ActionScript]]></category>

		<guid isPermaLink="false">http://www.scrambled-egg.net/blog/?p=121</guid>
		<description><![CDATA[Prerequisites: Use a current version of PushButton Engine. A properly initialized scene (see PBE Series: initializing your scene via ActionScript on how to setup it up) Today I want to cover how to create spatial positioned objects with PushButton Engine via ActionScript. With the current build, you got two possibilities: create a SimpleSpatialComponent or create [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Prerequisites:</strong></p>
<ul>
<li> Use a current version of PushButton Engine.</li>
<li>A properly initialized scene (see <a href="http://www.scrambled-egg.net/blog/pbe-series-initializing-your-scene-via-actionscript">PBE Series: initializing your scene via ActionScript</a> on how to setup it up)</li>
</ul>
<p>Today I want to cover how to create spatial positioned objects with PushButton Engine via ActionScript.<br />
With the current build, you got two possibilities:</p>
<ol>
<li> create a SimpleSpatialComponent or</li>
<li>create a Box2DSpatialComponent.</li>
</ol>
<p><em> Remark: if you want to display graphics only (meaning without a spatial component), it&#8217;s also possible to position them directly. See <a href="http://www.scrambled-egg.net/blog/pbe-series-quickly-displaying-sprites-via-actionscript">PBE Series: quickly displaying sprites via ActionScript</a> for more information about that!</em></p>
<p>So what&#8217;s the difference between those two? In short, Simple-SpatialComponent is not driven by a physics engine. Box2D-SpatialComponent is, as the name might let one guess, bound to Box2D. If your SpatialManager is a Box2D-ManagerComponent (again, see <a href="../pbe-series-initializing-your-scene-via-actionscript">PBE Series: initializing your scene via ActionScript</a> how to setup your scene), you can easily work with both types of objects in your scene, but remember that a Simple-SpatialComponent cannot collide with a Box2D-SpatialComponent. So for everything which needs physical interaction, you want to use Box2D-SpatialComponent.</p>
<p>Anyway, not every game needs physics, so let&#8217;s start with the SimpleSpatialComponent:</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript3" style="font-family:monospace;"><span style="color: #009900; font-style: italic;">//Create a new entity:</span>
<span style="color: #6699cc; font-weight: bold;">var</span> myEntity<span style="color: #000066; font-weight: bold;">:</span>IEntity = PBE<span style="color: #000066; font-weight: bold;">.</span>allocateEntity<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
myEntity<span style="color: #000066; font-weight: bold;">.</span>initialize<span style="color: #000000;">&#40;</span><span style="color: #990000;">&quot;MyEntity&quot;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
&nbsp;
<span style="color: #009900; font-style: italic;">//Create our spatial component</span>
<span style="color: #6699cc; font-weight: bold;">var</span> spatialComp<span style="color: #000066; font-weight: bold;">:</span>SimpleSpatialComponent = <span style="color: #0033ff; font-weight: bold;">new</span> SimpleSpatialComponent<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
spatialComp<span style="color: #000066; font-weight: bold;">.</span>spatialManager = PBE<span style="color: #000066; font-weight: bold;">.</span>getSpatialManager<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
spatialComp<span style="color: #000066; font-weight: bold;">.</span>objectMask = <span style="color: #0033ff; font-weight: bold;">new</span> ObjectType<span style="color: #000000;">&#40;</span><span style="color: #990000;">&quot;Renderable&quot;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
spatialComp<span style="color: #000066; font-weight: bold;">.</span><span style="color: #004993;">position</span> = <span style="color: #0033ff; font-weight: bold;">new</span> <span style="color: #004993;">Point</span><span style="color: #000000;">&#40;</span><span style="color: #000000; font-weight:bold;">0</span><span style="color: #000066; font-weight: bold;">,</span> <span style="color: #000000; font-weight:bold;">0</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
spatialComp<span style="color: #000066; font-weight: bold;">.</span><span style="color: #004993;">size</span> = <span style="color: #0033ff; font-weight: bold;">new</span> <span style="color: #004993;">Point</span><span style="color: #000000;">&#40;</span><span style="color: #000000; font-weight:bold;">256</span><span style="color: #000066; font-weight: bold;">,</span><span style="color: #000000; font-weight:bold;">64</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>         
&nbsp;
<span style="color: #009900; font-style: italic;">//Add the component to the entity:</span>
myEntity<span style="color: #000066; font-weight: bold;">.</span>addComponent<span style="color: #000000;">&#40;</span> spatialComp<span style="color: #000066; font-weight: bold;">,</span> <span style="color: #990000;">&quot;Spatial&quot;</span> <span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span> 			
&nbsp;
<span style="color: #009900; font-style: italic;">//Since we want to visualize the entity, we need a simple sprite renderer:</span>
<span style="color: #6699cc; font-weight: bold;">var</span> renderComp<span style="color: #000066; font-weight: bold;">:</span>SpriteRenderer = <span style="color: #0033ff; font-weight: bold;">new</span> SpriteRenderer<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span> 
&nbsp;
renderComp<span style="color: #000066; font-weight: bold;">.</span>scene = PBE<span style="color: #000066; font-weight: bold;">.</span>getScene<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
renderComp<span style="color: #000066; font-weight: bold;">.</span>fileName = <span style="color: #990000;">&quot;../assets/Images/platform.png&quot;</span><span style="color: #000066; font-weight: bold;">;</span>
&nbsp;
<span style="color: #009900; font-style: italic;">//Bind render component position and rotation to spatial component:</span>
renderComp<span style="color: #000066; font-weight: bold;">.</span>positionProperty  = <span style="color: #0033ff; font-weight: bold;">new</span> PropertyReference<span style="color: #000000;">&#40;</span><span style="color: #990000;">&quot;@Spatial.position&quot;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
renderComp<span style="color: #000066; font-weight: bold;">.</span>rotationProperty = <span style="color: #0033ff; font-weight: bold;">new</span> PropertyReference<span style="color: #000000;">&#40;</span><span style="color: #990000;">&quot;@Spatial.rotation&quot;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
&nbsp;
<span style="color: #009900; font-style: italic;">//Add the component to the entity:</span>
myEntity<span style="color: #000066; font-weight: bold;">.</span>addComponent<span style="color: #000000;">&#40;</span> renderComp<span style="color: #000066; font-weight: bold;">,</span> <span style="color: #990000;">&quot;Render&quot;</span> <span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span></pre></div></div>

<p>The most important thing to note, is that the render component&#8217;s position and rotation properties are bound to the spatial component.</p>
<p>Now to the Box2DSpatialComponent:</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript3" style="font-family:monospace;"><span style="color: #009900; font-style: italic;">//Create a new entity:</span>
<span style="color: #6699cc; font-weight: bold;">var</span> myEntity<span style="color: #000066; font-weight: bold;">:</span>IEntity = PBE<span style="color: #000066; font-weight: bold;">.</span>allocateEntity<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
myEntity<span style="color: #000066; font-weight: bold;">.</span>initialize<span style="color: #000000;">&#40;</span><span style="color: #990000;">&quot;MyEntity&quot;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
&nbsp;
<span style="color: #009900; font-style: italic;">//Create our spatial component / body:</span>
<span style="color: #6699cc; font-weight: bold;">var</span> spatialComp<span style="color: #000066; font-weight: bold;">:</span>Box2DSpatialComponent = <span style="color: #0033ff; font-weight: bold;">new</span> Box2DSpatialComponent<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
spatialComp<span style="color: #000066; font-weight: bold;">.</span>manager = <span style="color: #000000;">&#40;</span>PBE<span style="color: #000066; font-weight: bold;">.</span>getSpatialManager<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span> <span style="color: #0033ff; font-weight: bold;">as</span> Box2DManagerComponent<span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
spatialComp<span style="color: #000066; font-weight: bold;">.</span><span style="color: #004993;">position</span> = <span style="color: #0033ff; font-weight: bold;">new</span> <span style="color: #004993;">Point</span><span style="color: #000000;">&#40;</span><span style="color: #000000; font-weight:bold;">0</span><span style="color: #000066; font-weight: bold;">,</span> <span style="color: #000000; font-weight:bold;">0</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
spatialComp<span style="color: #000066; font-weight: bold;">.</span><span style="color: #004993;">size</span> = <span style="color: #0033ff; font-weight: bold;">new</span> <span style="color: #004993;">Point</span><span style="color: #000000;">&#40;</span><span style="color: #000000; font-weight:bold;">50</span><span style="color: #000066; font-weight: bold;">,</span> <span style="color: #000000; font-weight:bold;">50</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
spatialComp<span style="color: #000066; font-weight: bold;">.</span>collisionType = <span style="color: #0033ff; font-weight: bold;">new</span> ObjectType<span style="color: #000000;">&#40;</span><span style="color: #990000;">&quot;Something&quot;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
spatialComp<span style="color: #000066; font-weight: bold;">.</span>collidesWithTypes = <span style="color: #0033ff; font-weight: bold;">new</span> ObjectType<span style="color: #000000;">&#40;</span><span style="color: #990000;">&quot;Something&quot;</span><span style="color: #000066; font-weight: bold;">,</span> <span style="color: #990000;">&quot;SomethingDifferent&quot;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
&nbsp;
<span style="color: #009900; font-style: italic;">//We also need a collision shape, which collides with the world (meaning other shapes):</span>
<span style="color: #6699cc; font-weight: bold;">var</span> shape<span style="color: #000066; font-weight: bold;">:</span>CircleCollisionShape = <span style="color: #0033ff; font-weight: bold;">new</span> CircleCollisionShape<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
shape<span style="color: #000066; font-weight: bold;">.</span>radius = <span style="color: #000000; font-weight:bold;">1.0</span><span style="color: #000066; font-weight: bold;">;</span>
shape<span style="color: #000066; font-weight: bold;">.</span>density = <span style="color: #000000; font-weight:bold;">20</span><span style="color: #000066; font-weight: bold;">;</span>
&nbsp;
<span style="color: #009900; font-style: italic;">//Now we add the shape to the spatial component / body:</span>
spatialComp<span style="color: #000066; font-weight: bold;">.</span>collisionShapes = <span style="color: #0033ff; font-weight: bold;">new</span> <span style="color: #004993;">Array</span><span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
spatialComp<span style="color: #000066; font-weight: bold;">.</span>collisionShapes<span style="color: #000066; font-weight: bold;">.</span><span style="color: #004993;">push</span><span style="color: #000000;">&#40;</span>shape<span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
spatialComp<span style="color: #000066; font-weight: bold;">.</span>buildCollisionShapes<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span> <span style="color: #009900; font-style: italic;">//don't forget to build the collision shapes!</span>
&nbsp;
<span style="color: #009900; font-style: italic;">//Add the component to the entity:</span>
myEntity<span style="color: #000066; font-weight: bold;">.</span>addComponent<span style="color: #000000;">&#40;</span> spatialComp<span style="color: #000066; font-weight: bold;">,</span> <span style="color: #990000;">&quot;Spatial&quot;</span> <span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span> 			
&nbsp;
<span style="color: #009900; font-style: italic;">//Since we want to visualize the entity, we need a simple sprite renderer:</span>
<span style="color: #6699cc; font-weight: bold;">var</span> renderComp<span style="color: #000066; font-weight: bold;">:</span>SpriteRenderer = <span style="color: #0033ff; font-weight: bold;">new</span> SpriteRenderer<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span> 
&nbsp;
renderComp<span style="color: #000066; font-weight: bold;">.</span>scene = PBE<span style="color: #000066; font-weight: bold;">.</span>getScene<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
renderComp<span style="color: #000066; font-weight: bold;">.</span>fileName = <span style="color: #990000;">&quot;../assets/Images/platform.png&quot;</span><span style="color: #000066; font-weight: bold;">;</span>
renderComp<span style="color: #000066; font-weight: bold;">.</span>positionProperty  = <span style="color: #0033ff; font-weight: bold;">new</span> PropertyReference<span style="color: #000000;">&#40;</span><span style="color: #990000;">&quot;@Spatial.position&quot;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
renderComp<span style="color: #000066; font-weight: bold;">.</span>rotationProperty = <span style="color: #0033ff; font-weight: bold;">new</span> PropertyReference<span style="color: #000000;">&#40;</span><span style="color: #990000;">&quot;@Spatial.rotation&quot;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span>
&nbsp;
<span style="color: #009900; font-style: italic;">//Add the component to the entity:</span>
myEntity<span style="color: #000066; font-weight: bold;">.</span>addComponent<span style="color: #000000;">&#40;</span> renderComp<span style="color: #000066; font-weight: bold;">,</span> <span style="color: #990000;">&quot;Render&quot;</span> <span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span></pre></div></div>

<p>I think the code is pretty self-explanatory. The basic work flow is to first create a body (spatial component), then some collision shapes, add those shapes to your body and then build the collision shapes. This is just a start, feel free to play around with all the properties and see how they affect the body&#8217;s behaviour!</p>


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