So this, a very brief, very basic component reference for me. And an order:
(1) allocate the entity
(1a) make sure the "layerIndex" is correct... lower = further in the background
(2) create the spatial component
(3) create the sprite component
(4) create the controller component, pointing to the spatial comp.
ref: http://blog.flashgen.com/gaming/pushbutton-engine/pushbutton-engine-working-with-bitmap-sprites/
SimpleSpatialComponent - sets size and position of the Entity. SimpleShapeRenderer - assigns a basic shape (circle, square) to the Entity.
Tends to "bind" to the Entity's size, position, rotation.
SpriteRenderer - what we actually use to represent an Entity. TickedComponent - gets called at each game tick.
Used for controlling an Entity by listening to input, for example.
A flexible way to handle input is to map them to handlers.
public class InputMapKeyboardController extends TickedComponent
{...}ref: http://blog.flashgen.com/gaming/pushbutton-engine/pushbutton-engine-handling-user-input/