前言
上文中我们实现了炸弹人与墙的碰撞检测,以及设置移动步长来解决发现的问题。本文会加入1个AI敌人,敌人使用A*算法追踪炸弹人。
加入敌人,追踪炸弹人
开发策略
首先实现“加入敌人”功能。通过参考“炸弹人游戏开发系列(4):炸弹人显示与移动“中的实现,可以初步分析出需要加入敌人图片、敌人帧数据和精灵数据、敌人精灵类EnemySprite、敌人层EnemyLayer和敌人层管理类EnemyLayerManager。
然后实现“追踪炸弹人”功能。需要新建一个算法类FindPath,负责使用A*算法计算并返回路径数据。
敌人精灵类与算法类的交互关系:
可以并行开发“加入敌人”和“追踪炸弹人”。
先定义一个FindPath类的的接口,指定findPath方法输入参数和返回参数的格式。
实现“加入敌人”功能时,可以按照接口指定的格式使用假的路径数据来测试EnemySprite类;实现“追踪炸弹人”功能时,按照接口指定格式使用假的坐标数据来测试FindPath类。
在EnemySprit和FindPath都实现后,再集成在一起测试。因为两者接口一致,因此集成时不会有什么困难。
加入敌人
现在地图大小为4*4,太小了。
加入一个敌人后:
因此,将地图扩大为20*20。
要实现这个功能,只需要修改MapData和TerrainData即可。
MapData
//地图数据 (function () { var ground = bomberConfig.map.type.GROUND, wall = bomberConfig.map.type.WALL; var mapData = [ [ wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ], [ wall, ground, wall, wall, wall, wall, wall, wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ], [ wall, ground, ground, ground, wall, ground, ground, wall, wall, ground, ground, ground, ground, wall, ground, ground, ground, ground, ground, ground ], [ wall, ground, ground, ground, wall, ground, ground, wall, wall, wall, ground, wall, ground, wall, ground, ground, ground, ground, ground, ground ], [ wall, ground, ground, ground, wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ], [ wall, ground, wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ], [ wall, ground, ground, ground, wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ], [ wall, ground, ground, ground, wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ], [ wall, ground, ground, ground, wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ], [ wall, ground, ground, ground, wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ], [ wall, ground, ground, ground, wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ], [ wall, ground, ground, ground, wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ], [ wall, ground, ground, ground, wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ], [ wall, ground, ground, ground, wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ], [ wall, ground, ground, ground, wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ], [ wall, ground, ground, ground, wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ], [ wall, ground, ground, ground, wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ], [ wall, ground, ground, ground, wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ], [ wall, ground, ground, ground, wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ], [ wall, ground, ground, ground, wall, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground, ground ] ]; window.mapData = mapData; }());
TerrainData
(function () { var pass = bomberConfig.map.terrain.pass, stop = bomberConfig.map.terrain.stop; var terrainData = [ [ stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ], [ stop, pass, stop, stop, stop, stop, stop, stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ], [ stop, pass, pass, pass, stop, pass, pass, stop, stop, pass, pass, pass, pass, stop, pass, pass, pass, pass, pass, pass ], [ stop, pass, pass, pass, stop, pass, pass, stop, stop, stop, pass, stop, pass, stop, pass, pass, pass, pass, pass, pass ], [ stop, pass, pass, pass, stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ], [ stop, pass, stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ], [ stop, pass, pass, pass, stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ], [ stop, pass, pass, pass, stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ], [ stop, pass, pass, pass, stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ], [ stop, pass, pass, pass, stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ], [ stop, pass, pass, pass, stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ], [ stop, pass, pass, pass, stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ], [ stop, pass, pass, pass, stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ], [ stop, pass, pass, pass, stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ], [ stop, pass, pass, pass, stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ], [ stop, pass, pass, pass, stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ], [ stop, pass, pass, pass, stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ], [ stop, pass, pass, pass, stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ], [ stop, pass, pass, pass, stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ], [ stop, pass, pass, pass, stop, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass, pass ] ]; window.terrainData = terrainData; }());
首先加入敌人的精灵图片
然后加入敌人帧动画数据类
(function () { var getEnemyFrames = (function () { //一个动作在图片中的宽度 var width = bomberConfig.enemy.WIDTH, //一个动作在图片中的高度 height = bomberConfig.enemy.HEIGHT, //一个动作的偏移量 offset = { x: bomberConfig.enemy.offset.X, y: bomberConfig.enemy.offset.Y }, //一个动作横向截取的长度 sw = bomberConfig.enemy.SW, //一个动作纵向截取的长度 sh = bomberConfig.enemy.SH, //一个动作图片在canvas中的宽度 imgWidth = bomberConfig.enemy.IMGWIDTH, //一个动作图片在canvas中的高度 imgHeight = bomberConfig.enemy.IMGHEIGHT; //帧数据 var frames = function () { return { //向右站立 stand_right: { img: window.imgLoader.get("enemy"), frames: [ { x: offset.x, y: offset.y + 2 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 } ] }, //向左站立 stand_left: { img: window.imgLoader.get("enemy"), frames: [ { x: offset.x, y: offset.y + height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 } ] }, //向上站立 stand_up: { img: window.imgLoader.get("enemy"), frames: [ { x: offset.x, y: offset.y + 3 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 } ] }, //向下站立 stand_down: { img: window.imgLoader.get("enemy"), frames: [ { x: offset.x, y: offset.y, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 } ] }, //向上走 walk_up: { img: window.imgLoader.get("enemy"), frames: [ { x: offset.x, y: offset.y + 3 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }, { x: offset.x + width, y: offset.y + 3 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }, { x: offset.x + 2 * width, y: offset.y + 3 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }, { x: offset.x + 3 * width, y: offset.y + 3 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 } ] }, //向下走 walk_down: { img: window.imgLoader.get("enemy"), frames: [ { x: offset.x, y: offset.y, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }, { x: offset.x + width, y: offset.y, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }, { x: offset.x + 2 * width, y: offset.y, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }, { x: offset.x + 3 * width, y: offset.y, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 } ] }, //向右走 walk_right: { img: window.imgLoader.get("enemy"), frames: [ { x: offset.x, y: offset.y + 2 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }, { x: offset.x + width, y: offset.y + 2 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }, { x: offset.x + 2 * width, y: offset.y + 2 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }, { x: offset.x + 3 * width, y: offset.y + 2 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 } ] }, //向左走 walk_left: { img: window.imgLoader.get("enemy"), frames: [ { x: offset.x, y: offset.y + height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }, { x: offset.x + width, y: offset.y + height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }, { x: offset.x + 2 * width, y: offset.y + height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }, { x: offset.x + 3 * width, y: offset.y + height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 } ] } } } return function (animName) { return frames()[animName]; }; }()); window.getEnemyFrames = getEnemyFrames; }());
然后加入敌人精灵类数据
(function () { var getSpriteData = (function () { var data = function(){ return { ... //敌人精灵类 enemy: { //初始坐标 x: bomberConfig.WIDTH * 10, //x: 0, y: bomberConfig.HEIGHT * 3, //定义sprite走路速度的绝对值 walkSpeed: bomberConfig.enemy.speed.NORMAL, //速度 speedX: 1, speedY: 1, //注意坐标起始点为图片左上点! minX: 0, maxX: bomberConfig.canvas.WIDTH - bomberConfig.player.IMGWIDTH, //maxX: 500, minY: 0, maxY: bomberConfig.canvas.HEIGHT - bomberConfig.player.IMGHEIGHT, defaultAnimId: "stand_left", anims: { "stand_right": new Animation(getEnemyFrames("stand_right")), "stand_left": new Animation(getEnemyFrames("stand_left")), "stand_down": new Animation(getEnemyFrames("stand_down")), "stand_up": new Animation(getEnemyFrames("stand_up")), "walk_up": new Animation(getEnemyFrames("walk_up")), "walk_down": new Animation(getEnemyFrames("walk_down")), "walk_right": new Animation(getEnemyFrames("walk_right")), "walk_left": new Animation(getEnemyFrames("walk_left")) } } } }; return function (spriteName) { return data()[spriteName]; }; }()); window.getSpriteData = getSpriteData; }());
增加敌人精灵类。
创建返回假数据的FindPath类,用于测试EnemySprite类。
FindPath
(function () { //构造假数据 var findPath = { aCompute: function (terrainData, begin, target) { return { path: [{ x: 8, y: 0 }, { x: 7, y: 0 }, { x: 6, y: 0 }, { x: 5, y: 0 }, { x: 4, y: 0 }], time: 0.1 }; } }; window.findPath = findPath; }());
EnemySprite
(function () { var EnemySprite = YYC.Class({ Init: function (data) { //初始坐标 this.x = data.x; this.y = data.y; this.speedX = data.speedX; this.speedY = data.speedY; //x/y坐标的最大值和最小值, 可用来限定移动范围. this.minX = data.minX; this.maxX = data.maxX; this.minY = data.minY; this.maxY = data.maxY; this.defaultAnimId = data.defaultAnimId; this.anims = data.anims; this.walkSpeed = data.walkSpeed; this.speedX = data.walkSpeed; this.speedY = data.walkSpeed; this._context = new Context(this); }, Private: { //状态模式上下文类 __context: null, //更新帧动画 _updateFrame: function (deltaTime) { if (this.currentAnim) { this.currentAnim.update(deltaTime); } }, _computeCoordinate: function () { this.x = this.x + this.speedX * this.dirX; this.y = this.y + this.speedY * this.dirY; //因为移动次数是向上取整,可能会造成移动次数偏多(如stepX为2.5,取整则stepX为3), //坐标可能会偏大(大于bomberConfig.WIDTH / bomberConfig.HEIGHT的整数倍), //因此此处需要向下取整。 //x、y为bomberConfig.WIDTH/bomberConfig.HEIGHT的整数倍(向下取整) if (this.completeOneMove) { this.x -= this.x % bomberConfig.WIDTH; this.y -= this.y % bomberConfig.HEIGHT; } }, __getCurrentState: function () { var currentState = null; switch (this.defaultAnimId) { case "stand_right": currentState = new StandRightState(); break; case "stand_left": currentState = new StandLeftState; break; case "stand_down": currentState = new StandDownState; break; case "stand_up": currentState = new StandUpState; break; case "walk_down": currentState = new WalkDownState; break; case "walk_up": currentState = new WalkUpState; break; case "walk_right": currentState = new WalkRightState; break; case "walk_left": currentState = new WalkLeftState; break; default: throw new Error("未知的状态"); break; } ; return currentState; }, //计算移动次数 __computeStep: function () { this.stepX = Math.ceil(bomberConfig.WIDTH / this.speedX); this.stepY = Math.ceil(bomberConfig.HEIGHT / this.speedY); } }, Public: { //精灵的坐标 x: 0, y: 0, //精灵的速度 speedX: 0, speedY: 0, //精灵的坐标区间 minX: 0, maxX: 9999, minY: 0, maxY: 9999, //精灵包含的所有 Animation 集合. Object类型, 数据存放方式为" id : animation ". anims: null, //默认的Animation的Id , string类型 defaultAnimId: null, //当前的Animation. currentAnim: null, //精灵的方向系数: //往下走dirY为正数,往上走dirY为负数; //往右走dirX为正数,往左走dirX为负数。 dirX: 0, dirY: 0, //定义sprite走路速度的绝对值 walkSpeed: 0, //一次移动步长中的需要移动的次数 stepX: 0, stepY: 0, //一次移动步长中已经移动的次数 moveIndex_x: 0, moveIndex_y: 0, //是否正在移动标志 moving: false, //站立标志 //用于解决调用WalkState.stand后,PlayerLayer.render中P__isChange返回false的问题 //(不调用draw,从而仍会显示精灵类walk的帧(而不会刷新为更新状态后的精灵类stand的帧))。 stand: false, //寻找的路径 path: null, //设置当前Animation, 参数为Animation的id, String类型 setAnim: function (animId) { this.currentAnim = this.anims[animId]; }, init: function () { this.__context.setPlayerState(this.__getCurrentState()); this.__computeStep(); this.path = window.findPath.aCompute().path; //设置当前Animation this.setAnim(this.defaultAnimId); }, // 更新精灵当前状态 update: function (deltaTime) { this._updateFrame(deltaTime); }, draw: function (context) { var frame = null; if (this.currentAnim) { frame = this.currentAnim.getCurrentFrame(); context.drawImage(this.currentAnim.getImg(), frame.x, frame.y, frame.width, frame.height, this.x, this.y, frame.imgWidth, frame.imgHeight); } }, clear: function (context) { var frame = null; if (this.currentAnim) { frame = this.currentAnim.getCurrentFrame(); //直接清空画布区域 context.clearRect(0, 0, bomberConfig.canvas.WIDTH, bomberConfig.canvas.HEIGHT); } }, move: function () { this.__context.move(); }, setDir: function () { if (this.moving) { return; } //返回并移除要移动到的坐标 var target = this.path.shift(); //当前坐标 var now = { x: self.x / bomberConfig.WIDTH, y: self.y / bomberConfig.HEIGHT }; //判断要移动的方向,调用相应的方法 if (target.x > now.x) { this.__context.walkRight(); } else if (target.x < now.x) { this.__context.walkLeft(); } else if (target.y > now.y) { this.__context.walkDown(); } else if (target.y < now.y) { this.__context.walkUp(); } else { this.__context.stand(); } } } }); window.EnemySprite = EnemySprite; }());
SpriteFactory新增工厂方法createEnemy,用于创建EnemySprite实例。
SpriteFactory
createEnemy: function () { return new EnemySprite(getSpriteData("enemy")); }
增加敌人画布,该画布于地图画布之上,与玩家画布的zIndex相同。同时增加对应的敌人层类EnemyLayer,它的集合元素为EnemySprite类的实例。
EnemyLayer
(function () { var EnemyLayer = YYC.Class(Layer, { Init: function (deltaTime) { this.___deltaTime = deltaTime; }, Private: { ___deltaTime: 0, ___iterator: function (handler) { var args = Array.prototype.slice.call(arguments, 1), nextElement = null; while (this.hasNext()) { nextElement = this.next(); nextElement[handler].apply(nextElement, args); //要指向nextElement } this.resetCursor(); }, ___update: function (deltaTime) { this.___iterator("update", deltaTime); }, __setDir: function () { this.___iterator("setDir"); }, ___move: function (deltaTime) { this.___iterator("move", deltaTime); } }, Public: { setCanvas: function () { this.P__canvas = document.getElementById("enemyLayerCanvas"); $("#enemyLayerCanvas").css({ "position": "absolute", "top": bomberConfig.canvas.TOP, "left": bomberConfig.canvas.LEFT, "border": "1px solid black", "z-index": 1 //z-index与playerLayer相同 }); }, draw: function (context) { this.___iterator("draw", context); }, clear: function (context) { this.___iterator("clear", context); }, render: function () { this.__setDir(); this.___move(this.___deltaTime); //判断__state是否为change状态,如果是则调用canvas绘制精灵。 if (this.P__isChange()) { this.clear(this.P__context); this.___update(this.___deltaTime); this.draw(this.P__context); this.P__setStateNormal(); } } } }); window.EnemyLayer = EnemyLayer; }());
LayerFactory新增工厂方法createEnemy,用于创建EnemyLayer实例
LayerFactory
createEnemy: function (deltaTime) { return new EnemyLayer(deltaTime); }
增加EnemyLayer的管理类EnemyLayerManager
var EnemyLayerManager = YYC.Class(LayerManager, { Init: function (layer) { this.base(layer); }, Public: { createElement: function () { var element = [], enemy = spriteFactory.createEnemy(); enemy.init(); element.push(enemy); return element; }, change: function () { this.layer.change(); } } });
实现寻路算法
游戏中的敌人采用A*算法寻路。参考资料:A星算法
游戏开始时,敌人以它的当前位置为起始点,炸弹人的位置为终点寻路。如果敌人到达终点后,没有碰撞到炸弹人,则再一次以它的当前位置为起始点,炸弹人的位置为终点寻路。
FindPath
(function () { var map_w, beginx, beginy, endx, endy; var arr_path_out = new Array(); var pass = bomberConfig.map.terrain.pass, stop = bomberConfig.map.terrain.stop; var arr_map = new Array(); var open_list = new Array(); //创建OpenList var close_list = new Array(); //创建CloseList var tmp = new Array(); //存放当前节点的八个方向的节点 var arr_map_tmp = window.mapData; //存储从游戏中读入的地图数据 var map_w = arr_map_tmp.length; function aCompute(mapData, begin, end) { //计算运行时间 var startTime, endTime; var d = new Date(); var time; startTime = d.getTime(); var arr_path = new Array(); var stopn = 0; /********************函数主体部分*************************/ arr_map = setMap(mapData); map_w = mapData.length; beginx = begin.x; beginy = map_w - 1 - begin.y; endx = end.x; endy = map_w - 1 - end.y; var startNodeNum = tile_num(beginx, beginy); var targetNodeNum = tile_num(endx, endy); if (arr_map[targetNodeNum] && arr_map[targetNodeNum][0] == 0) { showError("目的地无法到达!"); time = getTime(startTime); return { path: [], time: time }; } if (arr_map[startNodeNum][0] == 0) { showError("起始点不可用!"); time = getTime(startTime); return { path: [], time: time }; } if (arr_map[targetNodeNum] && arr_map[targetNodeNum][0] * arr_map[startNodeNum][0] == 1) { arr_map[startNodeNum] = [arr_map[startNodeNum][0], startNodeNum, arr_map[startNodeNum][2], arr_map[startNodeNum][3], arr_map[startNodeNum][4]];//起始点的父节点为自己 setH(targetNodeNum); setOpenList(startNodeNum); //把开始节点加入到openlist中 //就要开始那个令人发指的循环了,==!!A*算法主体 while (open_list.length != 0) { var bestNodeNum = selectFmin(open_list); stopn = 0; open_list.shift(); setCloseList(bestNodeNum); if (bestNodeNum == targetNodeNum) { showPath(close_list, arr_path); break; } var i = 0, j = 0; //当目标为孤岛时的判断 var tmp0 = new Array(); var k; tmp0 = setSuccessorNode(targetNodeNum, map_w); for (j; j < 9; j++) { if (j == 8) { k = 0; break; } if (tmp0[j][0] == 1) { k = 1; break; } } //当目标为孤岛时的判断语句结束 if (k == 0) { showError("目标成孤岛!"); time = getTime(startTime); return { path: [], time: time }; } else { tmp = setSuccessorNode(bestNodeNum, map_w); for (i; i < 8; i++) { if ((tmp[i][0] == 0) || (findInCloseList(tmp[i][4]))) continue; if (findInOpenList(tmp[i][4]) == 1) { if (tmp[i][2] >= (arr_map[bestNodeNum][2] + cost(tmp[i], bestNodeNum))) { setG(tmp[i][4], bestNodeNum); //算g值,修改arr_map中[2]的值 arr_map[tmp[i][4]] = tmp[i] = [arr_map[tmp[i][4]][0], bestNodeNum, arr_map[tmp[i][4]][2], arr_map[tmp[i][4]][3], arr_map[tmp[i][4]][4]]; //修改tmp和arr_map中父节点的值,并修改tmp中g值,是之和arr_map中对应节点的值统一 } } if (findInOpenList(tmp[i][4]) == 0) { setG(tmp[i][4], bestNodeNum); //算g值,修改arr_map中[2]的值 arr_map[tmp[i][4]] = tmp[i] = [arr_map[tmp[i][4]][0], bestNodeNum, arr_map[tmp[i][4]][2], arr_map[tmp[i][4]][3], arr_map[tmp[i][4]][4]]; //修改tmp和arr_map中父节点的值,并修改tmp中g值,是之和arr_map中对应节点的值统一 setOpenList(tmp[i][4]); //存进openlist中 } } } stopn++; //if (stopn == map_w * map_w - 1) { //2013.5.27修改 if (stopn == map_w * map_w * 1000) { showError("找不到路径!"); time = getTime(startTime); return { path: [], time: time }; // break; } } if (open_list.length == 0 && bestNodeNum != targetNodeNum) { showError("没有找到路径!!"); //对于那种找不到路径的点的处理 time = getTime(startTime); return { path: [], time: time }; } } time = getTime(startTime); return { path: arr_path_out, time: time }; } function getTime(startTime) { /***显示运行时间********/ var endTime = new Date().getTime(); return (endTime - startTime) / 1000; }; function showError(error) { console.log(error); }; /********************************************************************** *function setMap(n) *功能:把外部的地图数据抽象成该算法中可操作数组的形式来输入算法 *参数:n为地图的宽度,生成方阵地图 ************************************************************************/ function setMap(mapData) { map_w = mapData.length; var m = map_w * map_w; var arr_map0 = new Array(); //该函数对地图数据转换的操作数组 var a = m - 1; for (a; a >= 0; a--) { var xTmp = tile_x(a); //把ID 编号值转换为x坐标值,用来对应读入地图数据 var yTmp = map_w - 1 - tile_y(a); //把ID 编号值转换为y坐标值,用来对应读入地图数据,对应数组标号和我自定义xoy坐标位置 //[cost,parent,g,h,id] if (mapData[yTmp][xTmp] == pass) arr_map0[a] = [1, 0, 0, 0, a]; else arr_map0[a] = [0, 0, 0, 0, a]; } return arr_map0; } /********************************************************************* *以下三个函数是地图上的编号与数组索引转换 *function tile_num(x,y) *功能:将 x,y 坐标转换为地图上块的编号 *function tile_x(n) *功能:由块编号得出 x 坐标 *function tile_y(n) *功能:由块编号得出 y 坐标 ******************************************************************/ function tile_num(x, y) { return ((y) * map_w + (x)); } function tile_x(n) { return (parseInt((n) % map_w)); } function tile_y(n) { return (parseInt((n) / map_w)); } /********************************************************************* *function setH(targetNode) *功能:初始化所有点H的值 *参数:targetNode目标节点 **********************************************************************/ function setH(targetNode) { var x0 = tile_x(targetNode); var y0 = tile_y(targetNode); var i = 0; for (i; i < arr_map.length; i++) { var x1 = tile_x(i); var y1 = tile_y(i); /*****欧几里德距离********************************/ // var h = (Math.sqrt((parseInt(x0) - parseInt(x1)) * (parseInt(x0) - parseInt(x1))) + Math.sqrt((parseInt(y0) - parseInt(y1)) * (parseInt(y0) - parseInt(y1)))); /*****对角线距离********************************/ var h = Math.max(Math.abs(parseInt(x0) - parseInt(x1)), Math.abs(parseInt(y0) - parseInt(y1))); /*****曼哈顿距离********************************/ // var h=Math.abs(parseInt(x0) - parseInt(x1))+Math.abs(parseInt(y0) - parseInt(y1)); arr_map[i][3] = h * parseInt(10); } } /********************************************************************* *function setG(nowNode,bestNode) *功能:计算现节点G的值 *参数:nowNode现节点,bestNode其父节点 **********************************************************************/ function setG(nowNode, bestNode) { var x0 = tile_x(bestNode); var y0 = tile_y(bestNode); var x1 = tile_x(nowNode); var y1 = tile_y(nowNode); if (((x0 - x1) == 0) || ((y0 - y1) == 0)) { arr_map[nowNode] = [arr_map[nowNode][0], arr_map[nowNode][1], arr_map[nowNode][2] + parseInt(10), arr_map[nowNode][3], arr_map[nowNode][4]]; } else { arr_map[nowNode] = [arr_map[nowNode][0], arr_map[nowNode][1], arr_map[nowNode][2] + parseInt(14), arr_map[nowNode][3], arr_map[nowNode][4]]; } } /********************************************************************* *function selectFmin(open_list) *功能:在openlist中对f值进行排序(冒泡排序),并选择一个f值最小的节点返回 *参数:openlist ***********************************************************************/ function selectFmin(open_list) { var i, j, min, temp; for (i = 0; i < open_list.length; i++) { for (j = i + 1; j < open_list.length; j++) { if ((open_list[i][2] + open_list[i][3]) > (open_list[j][2] + open_list[j][3])) { temp = open_list[i]; open_list[i] = open_list[j]; open_list[j] = temp; } } } var min = open_list[0]; return min[4]; } /*********************************************************************** *function setOpenList(NodeNum) *功能:把节点加入open表中 *参数:待加入openlist的节点的编号 ************************************************************************/ function setOpenList(NodeNum) { var n = open_list.length; open_list[n] = [arr_map[NodeNum][0], arr_map[NodeNum][1], arr_map[NodeNum][2], arr_map[NodeNum][3], arr_map[NodeNum][4]]; } /*********************************************************************** *function setCloseList(NodeNum) *功能:把节点加入close表中 *参数:待加入closelist的节点的编号 ************************************************************************/ function setCloseList(NodeNum) { var n = close_list.length; close_list[n] = [arr_map[NodeNum][0], arr_map[NodeNum][1], arr_map[NodeNum][2], arr_map[NodeNum][3], arr_map[NodeNum][4]]; } /*********************************************************************** *function findInOpenList(nowNodeNum) *功能:查询当前节点是否在openlist中,找到返回1,找不到返回0 *参数:待查询的节点的编号 ************************************************************************/ function findInOpenList(nowNodeNum) { var i; for (i = 0; i < open_list.length; i++) { if (open_list[i][4] == nowNodeNum) return 1; } return 0; } /*********************************************************************** *function findInCloseList(nowNodeNum) *功能:查询当前节点是否在closelist中,找到返回1,找不到返回0 *参数:待查询的节点的编号 ************************************************************************/ function findInCloseList(nowNodeNum) { var i; for (i = 0; i < close_list.length; i++) { if (close_list[i][4] == nowNodeNum) return 1; else return 0; } } /*********************************************************************** *function cost(SuccessorNodeNum,bestNodeNum) *功能:现节点到达周围节点的代价 *参数:SuccessorNodeNum周围节点编号,bestNodeNum现节点 ************************************************************************/ function cost(SuccessorNodeNum, bestNodeNum) { var x0 = tile_x(bestNodeNum); var y0 = tile_y(bestNodeNum); var x1 = tile_x(SuccessorNodeNum); var y1 = tile_y(SuccessorNodeNum); if (((x0 - x1) == 0) || ((y0 - y1) == 0)) { return 10; } else return 14; } /********************************************************************** *function setSuccessorNode(bestNodeNum,map_w) *功能:把现节点的周围8个节点放入预先准备好的临时arr中以备检察 *参数:现节点的编号 035 1 6 247 周围八个点的排序 ***********************************************************************/ function setSuccessorNode(bestNodeNum, n) { var x0 = tile_x(bestNodeNum); var y0 = tile_y(bestNodeNum); var m = n - 1; if ((x0 - 1) >= 0 && (y0) >= 0 && (x0 - 1) <= m && (y0) <= m) tmp[1] = [arr_map[tile_num(x0 - 1, y0)][0], arr_map[tile_num(x0 - 1, y0)][1], arr_map[tile_num(x0 - 1, y0)][2], arr_map[tile_num(x0 - 1, y0)][3], arr_map[tile_num(x0 - 1, y0)][4]]; else { tmp[1] = [0, 0, 0, 0, 0]; } if ((x0) >= 0 && (y0 + 1) >= 0 && (x0) <= m && (y0 + 1) <= m) tmp[3] = [arr_map[tile_num(x0, y0 + 1)][0], arr_map[tile_num(x0, y0 + 1)][1], arr_map[tile_num(x0, y0 + 1)][2], arr_map[tile_num(x0, y0 + 1)][3], arr_map[tile_num(x0, y0 + 1)][4]]; else { tmp[3] = [0, 0, 0, 0, 0]; } if ((x0) >= 0 && (y0 - 1) >= 0 && (x0) <= m && (y0 - 1) <= m) tmp[4] = [arr_map[tile_num(x0, y0 - 1)][0], arr_map[tile_num(x0, y0 - 1)][1], arr_map[tile_num(x0, y0 - 1)][2], arr_map[tile_num(x0, y0 - 1)][3], arr_map[tile_num(x0, y0 - 1)][4]]; else { tmp[4] = [0, 0, 0, 0, 0]; } if ((x0 + 1) >= 0 && (y0) >= 0 && (x0 + 1) <= m && (y0) <= m) tmp[6] = [arr_map[tile_num(x0 + 1, y0)][0], arr_map[tile_num(x0 + 1, y0)][1], arr_map[tile_num(x0 + 1, y0)][2], arr_map[tile_num(x0 + 1, y0)][3], arr_map[tile_num(x0 + 1, y0)][4]]; else { tmp[6] = [0, 0, 0, 0, 0]; } if (bomberConfig.algorithm.DIRECTION == 8) { if ((x0 - 1) >= 0 && (y0 + 1) >= 0 && (x0 - 1) <= m && (y0 + 1) <= m) tmp[0] = [arr_map[tile_num(x0 - 1, y0 + 1)][0], arr_map[tile_num(x0 - 1, y0 + 1)][1], arr_map[tile_num(x0 - 1, y0 + 1)][2], arr_map[tile_num(x0 - 1, y0 + 1)][3], arr_map[tile_num(x0 - 1, y0 + 1)][4]]; else { tmp[0] = [0, 0, 0, 0, 0]; } if ((x0 - 1) >= 0 && (y0 - 1) >= 0 && (x0 - 1) <= m && (y0 - 1) <= m) tmp[2] = [arr_map[tile_num(x0 - 1, y0 - 1)][0], arr_map[tile_num(x0 - 1, y0 - 1)][1], arr_map[tile_num(x0 - 1, y0 - 1)][2], arr_map[tile_num(x0 - 1, y0 - 1)][3], arr_map[tile_num(x0 - 1, y0 - 1)][4]]; else { tmp[2] = [0, 0, 0, 0, 0]; } if ((x0 + 1) >= 0 && (y0 + 1) >= 0 && (x0 + 1) <= m && (y0 + 1) <= m) tmp[5] = [arr_map[tile_num(x0 + 1, y0 + 1)][0], arr_map[tile_num(x0 + 1, y0 + 1)][1], arr_map[tile_num(x0 + 1, y0 + 1)][2], arr_map[tile_num(x0 + 1, y0 + 1)][3], arr_map[tile_num(x0 + 1, y0 + 1)][4]]; else { tmp[5] = [0, 0, 0, 0, 0]; } if ((x0 + 1) >= 0 && (y0 - 1) >= 0 && (x0 + 1) <= m && (y0 - 1) <= m) tmp[7] = [arr_map[tile_num(x0 + 1, y0 - 1)][0], arr_map[tile_num(x0 + 1, y0 - 1)][1], arr_map[tile_num(x0 + 1, y0 - 1)][2], arr_map[tile_num(x0 + 1, y0 - 1)][3], arr_map[tile_num(x0 + 1, y0 - 1)][4]]; else { tmp[7] = [0, 0, 0, 0, 0]; } } if (bomberConfig.algorithm.DIRECTION == 4) { tmp[0] = [0, 0, 0, 0, 0]; tmp[2] = [0, 0, 0, 0, 0]; tmp[5] = [0, 0, 0, 0, 0]; tmp[7] = [0, 0, 0, 0, 0]; } return tmp; } /******************************************************************* *function showPath(close_list) *功能:把结果路径存入arr_path输出 *参数:close_list ********************************************************************/ function showPath(close_list, arr_path) { var n = close_list.length; var i = n - 1; var ii = 0; var nn = 0; var mm = 0; var arr_path_tmp = new Array(); var target = null; /**********把close_list中有用的点存入arr_path_tmp中*************/ for (ii; ; ii++) { arr_path_tmp[ii] = close_list[n - 1][4]; if (close_list[n - 1][1] == close_list[i][4]) { break; } for (i = n - 1; i >= 0; i--) { if (close_list[i][4] == close_list[n - 1][1]) { n = i + 1; break; } } } var w = arr_path_tmp.length - 1; var j = 0; for (var i = w; i >= 0; i--) { arr_path[j] = arr_path_tmp[i]; j++; } for (var k = 0; k <= w; k++) { target = { x: tile_x(arr_path[k]), y: map_w - 1 - tile_y(arr_path[k]) }; arr_path_out.push(target); } arr_path_out.shift(); } function _reset() { arr_path_out = new Array(); arr_map = new Array(); arr_map_tmp = window.mapData; map_w = arr_map_tmp.length; open_list = new Array(); //创建OpenList close_list = new Array(); //创建CloseList tmp = new Array(); //存放当前节点的八个方向的节点 }; var findPath = { aCompute: function (terrainData, begin, end) { _reset(); return aCompute(terrainData, begin, end); } }; window.findPath = findPath; }());
重构
重构前:
(function () { var Context = YYC.Class({ Init: function (sprite) { this.sprite = sprite; }, ... Static: { walkLeftState: new WalkLeftState(), walkRightState: new WalkRightState(), walkUpState: new WalkUpState(), walkDownState: new WalkDownState(), standLeftState: new StandLeftState(), standRightState: new StandRightState(), standUpState: new StandUpState(), standDownState: new StandDownState() } }); window.Context = Context; }());
原因:
因为EnemySprite和PlayerSprite都要使用Context的实例。如果为静态实例的话,EnemySprite中的Context类实例与PlayerSprite中的Context类实例会共享静态实例(具体状态类实例)!会造成互相干扰!
重构后:
(function () { var Context = YYC.Class({ Init: function (sprite) { this.sprite = sprite; this.walkLeftState = new WalkLeftState(); this.walkRightState = new WalkRightState(); this.walkUpState = new WalkUpState(); this.walkDownState = new WalkDownState(); this.standLeftState = new StandLeftState(); this.standRightState = new StandRightState(); this.standUpState = new StandUpState(); this.standDownState = new StandDownState(); }, ... Static: { } }); window.Context = Context; }());
因此,提出EnemySprite、PlayerSprite基类Sprite。
Sprite 增加getCollideRect获得碰撞面积。EnemySprite增加collideWidthOther。
Sprite
(function () { var Sprite = YYC.AClass({ Init: function (data) { this.x = data.x; this.y = data.y; this.speedX = data.speedX; this.speedY = data.speedY; this.minX = data.minX; this.maxX = data.maxX; this.minY = data.minY; this.maxY = data.maxY; this.defaultAnimId = data.defaultAnimId; this.anims = data.anims; }, Private: { //更新帧动画 _updateFrame: function (deltaTime) { if (this.currentAnim) { this.currentAnim.update(deltaTime); } } }, Public: { //在一个移动步长中已经移动的次数 moveIndex: 0, //精灵的坐标 x: 0, y: 0, //精灵的速度 speedX: 0, speedY: 0, //精灵的坐标区间 minX: 0, maxX: 9999, minY: 0, maxY: 9999, //精灵包含的所有 Animation 集合. Object类型, 数据存放方式为" id : animation ". anims: null, //默认的Animation的Id , string类型 defaultAnimId: null, //当前的Animation. currentAnim: null, //设置当前Animation, 参数为Animation的id, String类型 setAnim: function (animId) { this.currentAnim = this.anims[animId]; }, //重置当前帧 resetCurrentFrame: function (index) { this.currentAnim && this.currentAnim.setCurrentFrame(index); }, //取得精灵的碰撞区域, getCollideRect: function () { if (this.currentAnim) { var f = this.currentAnim.getCurrentFrame(); return { x1: this.x, y1: this.y, x2: this.x + f.imgWidth, y2: this.y + f.imgHeight } } }, Virtual: { //初始化方法 init: function () { this.setAnim(this.defaultAnimId); }, // 更新精灵当前状态. update: function (deltaTime) { this._updateFrame(deltaTime); } } }, Abstract: { draw: function (context) { }, clear: function (context) { }, move: function () { }, setDir: function () { } } }); window.Sprite = Sprite; }());
EnemySprite
(function () { var EnemySprite = YYC.Class(Sprite, { Init: function (data) { this.base(data); this.walkSpeed = data.walkSpeed; this.speedX = data.walkSpeed; this.speedY = data.walkSpeed; this.__context = new Context(this); }, Private: { //状态模式上下文类 __context: null, __getCurrentState: function () { var currentState = null; switch (this.defaultAnimId) { case "stand_right": currentState = new StandRightState(); break; case "stand_left": currentState = new StandLeftState; break; case "stand_down": currentState = new StandDownState; break; case "stand_up": currentState = new StandUpState; break; case "walk_down": currentState = new WalkDownState; break; case "walk_up": currentState = new WalkUpState; break; case "walk_right": currentState = new WalkRightState; break; case "walk_left": currentState = new WalkLeftState; break; default: throw new Error("未知的状态"); break; } return currentState; }, //计算移动次数 __computeStep: function () { this.stepX = Math.ceil(bomberConfig.WIDTH / this.speedX); this.stepY = Math.ceil(bomberConfig.HEIGHT / this.speedY); } }, Public: { //精灵的方向系数: //往下走dirY为正数,往上走dirY为负数; //往右走dirX为正数,往左走dirX为负数。 dirX: 0, dirY: 0, //定义sprite走路速度的绝对值 walkSpeed: 0, //一次移动步长中的需要移动的次数 stepX: 0, stepY: 0, //一次移动步长中已经移动的次数 moveIndex_x: 0, moveIndex_y: 0, //是否正在移动标志 moving: false, //站立标志 //用于解决调用WalkState.stand后,PlayerLayer.render中P__isChange返回false的问题 //(不调用draw,从而仍会显示精灵类walk的帧(而不会刷新为更新状态后的精灵类stand的帧))。 stand: false, //寻找的路径 path: [], playerSprite: null, init: function () { this.__context.setPlayerState(this.__getCurrentState()); this.__computeStep(); this.base(); }, draw: function (context) { var frame = null; if (this.currentAnim) { frame = this.currentAnim.getCurrentFrame(); context.drawImage(this.currentAnim.getImg(), frame.x, frame.y, frame.width, frame.height, this.x, this.y, frame.imgWidth, frame.imgHeight); } }, clear: function (context) { var frame = null; if (this.currentAnim) { frame = this.currentAnim.getCurrentFrame(); //直接清空画布区域 context.clearRect(0, 0, bomberConfig.canvas.WIDTH, bomberConfig.canvas.HEIGHT); } }, //判断是否和另外一个精灵碰撞 collideWidthOther: function (sprite2) { var rect1 = this.getCollideRect(); var rect2 = sprite2.getCollideRect(); //如果碰撞,则抛出异常 if (rect1 && rect2 && !(rect1.x1 >= rect2.x2 || rect1.y1 >= rect2.y2 || rect1.x2 <= rect2.x1 || rect1.y2 <= rect2.y1)) { throw new Error(); } }, setPlayerSprite: function (sprite) { this.playerSprite = sprite; }, __computePath: function () { //playerSprite的坐标要向下取整 var x = (this.playerSprite.x - this.playerSprite.x % window.bomberConfig.WIDTH) / window.bomberConfig.WIDTH; var y = (this.playerSprite.y - this.playerSprite.y % window.bomberConfig.HEIGHT) / window.bomberConfig.HEIGHT; return window.findPath.aCompute(window.terrainData, { x: this.x / window.bomberConfig.WIDTH, y: this.y / window.bomberConfig.HEIGHT }, { x: x, y: y }).path }, move: function () { this.__context.move(); }, setDir: function () { var target, now; if (this.moving) { return; } //特殊情况,如寻找不到路径 if (this.path === false) { return; } if (this.path.length == 0) { this.path = this.__computePath(); } //返回并移除要移动到的坐标 target = this.path.shift(); //当前坐标 now = { x: self.x / bomberConfig.WIDTH, y: self.y / bomberConfig.HEIGHT }; //判断要移动的方向,调用相应的方法 if (target.x > now.x) { this.__context.walkRight(); } else if (target.x < now.x) { this.__context.walkLeft(); } else if (target.y > now.y) { this.__context.walkDown(); } else if (target.y < now.y) { this.__context.walkUp(); } else { this.__context.stand(); } } } }); window.EnemySprite = EnemySprite; }());
PlayerSprite
(function () { var PlayerSprite = YYC.Class(Sprite, { Init: function (data) { this.base(data); this.walkSpeed = data.walkSpeed; this.speedX = data.walkSpeed; this.speedY = data.walkSpeed; this.__context = new Context(this); }, Private: { //状态模式上下文类 __context: null, __getCurrentState: function () { var currentState = null; switch (this.defaultAnimId) { case "stand_right": currentState = new StandRightState(); break; case "stand_left": currentState = new StandLeftState; break; case "stand_down": currentState = new StandDownState; break; case "stand_up": currentState = new StandUpState; break; case "walk_down": currentState = new WalkDownState; break; case "walk_up": currentState = new WalkUpState; break; case "walk_right": currentState = new WalkRightState; break; case "walk_left": currentState = new WalkLeftState; break; default: throw new Error("未知的状态"); break; } return currentState; }, //计算移动次数 __computeStep: function () { this.stepX = Math.ceil(bomberConfig.WIDTH / this.speedX); this.stepY = Math.ceil(bomberConfig.HEIGHT / this.speedY); }, __allKeyUp: function () { return window.keyState[keyCodeMap.A] === false && window.keyState[keyCodeMap.D] === false && window.keyState[keyCodeMap.W] === false && window.keyState[keyCodeMap.S] === false; }, __judgeAndSetDir: function () { if (window.keyState[keyCodeMap.A] === true) { this.__context.walkLeft(); } else if (window.keyState[keyCodeMap.D] === true) { this.__context.walkRight(); } else if (window.keyState[keyCodeMap.W] === true) { this.__context.walkUp(); } else if (window.keyState[keyCodeMap.S] === true) { this.__context.walkDown(); } } }, Public: { //精灵的方向系数: //往下走dirY为正数,往上走dirY为负数; //往右走dirX为正数,往左走dirX为负数。 dirX: 0, dirY: 0, //定义sprite走路速度的绝对值 walkSpeed: 0, //一次移动步长中的需要移动的次数 stepX: 0, stepY: 0, //一次移动步长中已经移动的次数 moveIndex_x: 0, moveIndex_y: 0, //是否正在移动标志 moving: false, //站立标志 //用于解决调用WalkState.stand后,PlayerLayer.render中P__isChange返回false的问题 //(不调用draw,从而仍会显示精灵类walk的帧(而不会刷新为更新状态后的精灵类stand的帧))。 stand: false, init: function () { this.__context.setPlayerState(this.__getCurrentState()); this.__computeStep(); this.base(); }, draw: function (context) { var frame = null; if (this.currentAnim) { frame = this.currentAnim.getCurrentFrame(); context.drawImage(this.currentAnim.getImg(), frame.x, frame.y, frame.width, frame.height, this.x, this.y, frame.imgWidth, frame.imgHeight); } }, clear: function (context) { var frame = null; if (this.currentAnim) { frame = this.currentAnim.getCurrentFrame(); //直接清空画布区域 context.clearRect(0, 0, bomberConfig.canvas.WIDTH, bomberConfig.canvas.HEIGHT); } }, move: function () { this.__context.move(); }, setDir: function () { if (this.moving) { return; } if (this.__allKeyUp()) { this.__context.stand(); } else { this.__judgeAndSetDir(); } } } }); window.PlayerSprite = PlayerSprite; }());
因此,提出CharacterLayer父类
Layer
(function () { var Layer = YYC.AClass(Collection, { Init: function () { }, Private: { __state: bomberConfig.layer.state.CHANGE, //默认为change __getContext: function () { this.P__context = this.P__canvas.getContext("2d"); } }, Protected: { //*共用的变量(可读、写) P__canvas: null, P__context: null, //*共用的方法(可读) P__isChange: function(){ return this.__state === bomberConfig.layer.state.CHANGE; }, P__isNormal: function () { return this.__state === bomberConfig.layer.state.NORMAL; }, P__setStateNormal: function () { this.__state = bomberConfig.layer.state.NORMAL; }, P__setStateChange: function () { this.__state = bomberConfig.layer.state.CHANGE; }, P__iterator: function (handler) { var args = Array.prototype.slice.call(arguments, 1), nextElement = null; while (this.hasNext()) { nextElement = this.next(); nextElement[handler].apply(nextElement, args); //要指向nextElement } this.resetCursor(); } }, Public: { addElements: function(elements){ this.appendChilds(elements); }, Virtual: { init: function () { this.__getContext(); }, change: function () { this.__state = bomberConfig.layer.state.CHANGE; } } }, Abstract: { setCanvas: function () { }, clear: function () { }, //统一绘制 draw: function () { }, //游戏主线程调用的函数 render: function () { } } }); window.Layer = Layer; }());
CharacterLayer
(function () { var CharacterLayer = YYC.AClass(Layer, { Init: function (deltaTime) { this.___deltaTime = deltaTime; }, Private: { ___deltaTime: 0, ___update: function (deltaTime) { this.P__iterator("update", deltaTime); }, ___setDir: function () { this.P__iterator("setDir"); }, ___move: function () { this.P__iterator("move"); } }, Public: { draw: function () { this.P__iterator("draw", this.P__context); }, clear: function () { this.P__iterator("clear", this.P__context); }, render: function () { this.___setDir(); this.___move(); if (this.P__isChange()) { this.clear(); this.___update(this.___deltaTime); this.draw(); this.P__setStateNormal(); } } } }); window.CharacterLayer = CharacterLayer; }());
PlayerLayer
(function () { var PlayerLayer = YYC.Class(CharacterLayer, { Init: function (deltaTime) { this.base(deltaTime); }, Private: { ___keyDown: function () { if (keyState[keyCodeMap.A] === true || keyState[keyCodeMap.D] === true || keyState[keyCodeMap.W] === true || keyState[keyCodeMap.S] === true) { return true; } else { return false; } }, ___spriteMoving: function () { return this.getChildAt(0).moving }, ___spriteStand: function () { if (this.getChildAt(0).stand) { this.getChildAt(0).stand = false; return true; } else { return false; } } }, Public: { setCanvas: function () { this.P__canvas = document.getElementById("playerLayerCanvas"); $("#playerLayerCanvas").css({ "position": "absolute", "top": bomberConfig.canvas.TOP, "left": bomberConfig.canvas.LEFT, "border": "1px solid red", "z-index": 1 }); }, change: function () { if (this.___keyDown() || this.___spriteMoving() || this.___spriteStand()) { this.base(); } } } }); window.PlayerLayer = PlayerLayer; }());
EnemyLayer
(function () { var EnemyLayer = YYC.Class(CharacterLayer, { Init: function (deltaTime) { this.base(deltaTime); }, Private: { __getPath: function () { this.P__iterator("getPath"); } }, Public: { playerLayer: null, init: function () { this.base(); }, setCanvas: function () { this.P__canvas = document.getElementById("enemyLayerCanvas"); $("#enemyLayerCanvas").css({ "position": "absolute", "top": bomberConfig.canvas.TOP, "left": bomberConfig.canvas.LEFT, "border": "1px solid black", "z-index": 1 }); }, getPlayer: function (playerLayer) { this.playerLayer = playerLayer; this.P__iterator("setPlayerSprite", playerLayer.getChildAt(0)); }, collideWidthPlayer: function () { try{ this.P__iterator("collideWidthPlayer", this.playerLayer.getChildAt(0)); return false; } catch(e){ return true; } }, render: function () { this.__getPath(); this.base(); } } }); window.EnemyLayer = EnemyLayer; }());
因此,提出父类MoveSprite
因为我提取的语义是“移动的精灵类”,而Sprite的语义是“精灵类”,属于更抽象的概念
在提取CharacterLayer类时,关注的是PlayerLayer、EnemyLayer中“人物”语义;而在提取MoveSprite类时,关注的是PlayerSprite、EnemySprite中”移动“语义。因此,凡是属于”人物“这个语义的Layer类,都可以考虑继承于CharacterLayer;而凡是有”移动“这个特点的Sprite类,都可以考虑继承于MoveSprite。
Sprite
(function () { var Sprite = YYC.AClass({ Init: function (data, bitmap) { this.bitmap = bitmap; this.x = data.x; this.y = data.y; this.defaultAnimId = data.defaultAnimId; this.anims = data.anims; }, Private: { _updateFrame: function (deltaTime) { if (this.currentAnim) { this.currentAnim.update(deltaTime); } } }, Public: { bitmap: null, //精灵的坐标 x: 0, y: 0, //精灵包含的所有 Animation 集合. Object类型, 数据存放方式为" id : animation ". anims: null, //默认的Animation的Id , string类型 defaultAnimId: null, //当前的Animation. currentAnim: null, setAnim: function (animId) { this.currentAnim = this.anims[animId]; }, resetCurrentFrame: function (index) { this.currentAnim && this.currentAnim.setCurrentFrame(index); }, getCollideRect: function () { return { x1: this.x, y1: this.y, x2: this.x + this.bitmap.width, y2: this.y + this.bitmap.height } }, Virtual: { init: function () { //设置当前Animation this.setAnim(this.defaultAnimId); }, // 更新精灵当前状态. update: function (deltaTime) { this._updateFrame(deltaTime); } } }, Abstract: { draw: function (context) { }, clear: function (context) { } } }); window.Sprite = Sprite; }());
MoveSprite
(function () { var MoveSprite = YYC.AClass(Sprite, { Init: function (data, bitmap) { this.base(data, bitmap); this.minX = data.minX; this.maxX = data.maxX; this.minY = data.minY; this.maxY = data.maxY; this.walkSpeed = data.walkSpeed; this.speedX = data.walkSpeed; this.speedY = data.walkSpeed; }, Protected: { //状态模式上下文类 P__context: null }, Private: { __getCurrentState: function () { var currentState = null; switch (this.defaultAnimId) { case "stand_right": currentState = new StandRightState(); break; case "stand_left": currentState = new StandLeftState; break; case "stand_down": currentState = new StandDownState; break; case "stand_up": currentState = new StandUpState; break; case "walk_down": currentState = new WalkDownState; break; case "walk_up": currentState = new WalkUpState; break; case "walk_right": currentState = new WalkRightState; break; case "walk_left": currentState = new WalkLeftState; break; default: throw new Error("未知的状态"); break; }; return currentState; }, //计算移动次数 __computeStep: function () { this.stepX = Math.ceil(bomberConfig.WIDTH / this.speedX); this.stepY = Math.ceil(bomberConfig.HEIGHT / this.speedY); }, __isMoving: function(){ return this.x % bomberConfig.WIDTH !== 0 || this.y % bomberConfig.HEIGHT !== 0 } }, Public: { //精灵的速度 speedX: 0, speedY: 0, //精灵的坐标区间 minX: 0, maxX: 9999, minY: 0, maxY: 9999, //精灵的方向系数: //往下走dirY为正数,往上走dirY为负数; //往右走dirX为正数,往左走dirX为负数。 dirX: 0, dirY: 0, //定义sprite走路速度的绝对值 walkSpeed: 0, //一次移动步长中的需要移动的次数 stepX: 0, stepY: 0, //一次移动步长中已经移动的次数 moveIndex_x: 0, moveIndex_y: 0, //是否正在移动标志 moving: false, //站立标志 //用于解决调用WalkState.stand后,PlayerLayer.render中P__isChange返回false的问题 //(不调用draw,从而仍会显示精灵类walk的帧(而不会刷新为更新状态后的精灵类stand的帧))。 stand: false, init: function () { this.P__context.setPlayerState(this.__getCurrentState()); this.__computeStep(); this.base(); }, draw: function (context) { var frame = null; if (this.currentAnim) { frame = this.currentAnim.getCurrentFrame(); context.drawImage(this.bitmap.img, frame.x, frame.y, frame.width, frame.height, this.x, this.y, this.bitmap.width, this.bitmap.height); } }, clear: function (context) { var frame = null; if (this.currentAnim) { frame = this.currentAnim.getCurrentFrame(); //直接清空画布区域 context.clearRect(0, 0, bomberConfig.canvas.WIDTH, bomberConfig.canvas.HEIGHT); } }, //获得当前坐标对应的方格坐标 getCurrentCellPosition: function () { if (this.__isMoving()) { throw new Error("精灵正在移动且未完成一个移动步长"); } return { x: this.x / bomberConfig.WIDTH, y: this.y / bomberConfig.HEIGHT } } }, Abstract: { move: function () { }, setDir: function () { } } }); window.MoveSprite = MoveSprite; }());
PlayerSprite
(function () { var PlayerSprite = YYC.Class(MoveSprite, { Init: function (data, bitmap) { this.base(data, bitmap); this.P__context = new Context(this); }, Private: { __allKeyUp: function () { return window.keyState[keyCodeMap.A] === false && window.keyState[keyCodeMap.D] === false && window.keyState[keyCodeMap.W] === false && window.keyState[keyCodeMap.S] === false; }, __judgeAndSetDir: function () { if (window.keyState[keyCodeMap.A] === true) { this.P__context.walkLeft(); } else if (window.keyState[keyCodeMap.D] === true) { this.P__context.walkRight(); } else if (window.keyState[keyCodeMap.W] === true) { this.P__context.walkUp(); } else if (window.keyState[keyCodeMap.S] === true) { this.P__context.walkDown(); } } }, Public: { move: function () { this.P__context.move(); }, setDir: function () { if (this.moving) { return; } if (this.__allKeyUp()) { this.P__context.stand(); } else { this.__judgeAndSetDir(); } } } }); window.PlayerSprite = PlayerSprite; }());
EnemySprite
(function () { var EnemySprite = YYC.Class(MoveSprite, { Init: function (data, bitmap) { this.base(data, bitmap); this.P__context = new Context(this); }, Private: { ___findPath: function () { return window.findPath.aCompute(window.terrainData, this.___computeCurrentCoordinate(), this.___computePlayerCoordinate()).path }, ___computeCurrentCoordinate: function () { if (this.x % window.bomberConfig.WIDTH || this.y % window.bomberConfig.HEIGHT) { throw new Error("当前坐标应该为方格尺寸的整数倍!"); } return { x: this.x / window.bomberConfig.WIDTH, y: this.y / window.bomberConfig.HEIGHT }; }, ___computePlayerCoordinate: function () { return { x: Math.floor(this.playerSprite.x / window.bomberConfig.WIDTH), y: Math.floor(this.playerSprite.y / window.bomberConfig.HEIGHT) }; }, ___getAndRemoveTarget: function () { return this.path.shift(); }, ___judgeAndSetDir: function (target) { //当前坐标 var current = this.___computeCurrentCoordinate(); //判断要移动的方向,调用相应的方法 if (target.x > current.x) { this.P__context.walkRight(); } else if (target.x < current.x) { this.P__context.walkLeft(); } else if (target.y > current.y) { this.P__context.walkDown(); } else if (target.y < current.y) { this.P__context.walkUp(); } else { this.P__context.stand(); } } }, Public: { //寻找的路径 path: [], playerSprite: null, collideWidthPlayer : function(sprite2){ var rect1=this.getCollideRect(); var rect2=sprite2.getCollideRect(); //如果碰撞,则抛出异常 if (rect1 && rect2 && !(rect1.x1 >= rect2.x2 || rect1.y1 >= rect2.y2 || rect1.x2 <= rect2.x1 || rect1.y2 <= rect2.y1)) { throw new Error(); } }, setPlayerSprite: function (sprite) { this.playerSprite = sprite; }, move: function () { this.P__context.move(); }, setDir: function () { //如果正在移动或者找不到路径,则返回 if (this.moving || this.path === false) { return; } this.___judgeAndSetDir(this.___getAndRemoveTarget()); }, getPath: function () { if (this.moving) { return; } if (this.path.length == 0) { this.path = this.___findPath(); } } } }); window.EnemySprite = EnemySprite; }());
反思Sprite类,发现在getCollideRect方法中,使用了图片的宽度和高度:
getCollideRect: function () { if (this.currentAnim) { var f = this.currentAnim.getCurrentFrame(); return { x1: this.x, y1: this.y, x2: this.x + f.imgWidth, y2: this.y + f.imgHeight } } },
此处图片的宽度和高度是从FrameData中读取的:
var getFrames = (function () { ... imgWidth = bomberConfig.player.IMGWIDTH, imgHeight = bomberConfig.player.IMGHEIGHT; ...
图片的宽度和高度属于图片信息,应该都放到Bitmap类中!
在创建精灵实例时,将图片的宽度和高度包装到Bitmap中,并注入到精灵类中:
SpriteFactory
(function () { var spriteFactory = { createPlayer: function () { return new PlayerSprite(getSpriteData("player"), bitmapFactory.createBitmap({ img: window.imgLoader.get("player"), width: bomberConfig.player.IMGWIDTH, height: bomberConfig.player.IMGHEIGHT })); }, createEnemy: function () { return new EnemySprite(getSpriteData("enemy"), bitmapFactory.createBitmap({ img: window.imgLoader.get("enemy"), width: bomberConfig.player.IMGWIDTH, height: bomberConfig.player.IMGHEIGHT })); } } window.spriteFactory = spriteFactory; }());
然后在getCollideRect方法中改为读取Bitmap实例引用的宽度和高度:
Sprite
Init: function (data, bitmap) { this.bitmap = bitmap; ... }, ... bitmap: null, ... getCollideRect: function () { return { x1: this.x, y1: this.y, x2: this.x + this.bitmap.width, y2: this.y + this.bitmap.height } },
现在FrameData中的imgWidth、imgHeight是多余的了,应该将其删除。
增加地图元素精灵类,它拥有图片Bitmap的实例。其中,地图的一个单元格就是一个地图元素精灵类。
1、可以在创建MapLayer元素时,元素由bitmap改为精灵类,这样x、y属性就可以从bitmap移到精灵类中了.
2、精灵类包含动画,方便后期增加动态地图。
因为MapElementSprite不属于“移动”语义,且它与MoveSprite没有相同的模式,所以它应该继承于Sprite。
MapElementSprite
(function () { var MapElementSprite = YYC.Class(Sprite, { Init: function (data, bitmap) { this.base(data, bitmap); }, Protected: { }, Private: { }, Public: { draw: function (context) { context.drawImage(this.bitmap.img, this.x, this.y, this.bitmap.width, this.bitmap.height); }, clear: function (context) {//直接清空画布区域 context.clearRect(0, 0, bomberConfig.canvas.WIDTH, bomberConfig.canvas.HEIGHT); } } }); window.MapElementSprite = MapElementSprite; }());
MapLayer
(function () { var MapLayer = YYC.Class(Layer, { Init: function () { }, Private: { ___canvasBuffer: null, ___contextBuffer: null, ___getCanvasBuffer: function () { //缓冲的canvas也要在html中创建并设置width、height! this.___canvasBuffer = document.getElementById("mapLayerCanvas_buffer"); }, ___getContextBuffer: function () { this.___contextBuffer = this.___canvasBuffer.getContext("2d"); }, ___drawBuffer: function () { this.P__iterator("draw", this.___contextBuffer); } }, Public: { setCanvas: function () { this.P__canvas = document.getElementById("mapLayerCanvas"); var css = { "position": "absolute", "top": bomberConfig.canvas.TOP, "left": bomberConfig.canvas.LEFT, "border": "1px solid blue", "z-index": 0 }; $("#mapLayerCanvas").css(css); //缓冲canvas的css也要设置! $("#mapLayerCanvas_buffer").css(css); }, init: function(){ //*双缓冲 //获得缓冲canvas this.___getCanvasBuffer(); //获得缓冲context this.___getContextBuffer(); this.base(); }, draw: function () { this.___drawBuffer(); this.P__context.drawImage(this.___canvasBuffer, 0, 0); }, clear: function () { this.___contextBuffer.clearRect(0, 0, bomberConfig.canvas.WIDTH, bomberConfig.canvas.HEIGHT); this.P__context.clearRect(0, 0, bomberConfig.canvas.WIDTH, bomberConfig.canvas.HEIGHT); }, render: function () { if (this.P__isChange()) { this.clear(); this.draw(); this.P__setStateNormal(); } } } }); window.MapLayer = MapLayer; }());
现在Bitmap的x、y属性用于保存地图图片的坐标。现在坐标保存在地图精灵类中了,故Bitmap中多余的x、y属性。
Bitmap
(function () { var Bitmap = YYC.Class({ Init: function (data) { this.img = data.img; this.width = data.width; this.height = data.height; }, Private: { }, Public: { img: null, width: 0, height: 0 } }); window.Bitmap = Bitmap; }());
LayerManager本来的职责为“负责层的逻辑”,但是我认为LayerManager的职责应该为“负责层的统一操作”,它应该为一个键-值集合类,它的元素应该为Layer的实例。
因此对LayerManager进行重构:
由Layer类应该负责自己状态的维护。
创建层内元素createElement这个职责应该放到调用LayerManager的客户端,即Game类中。在Game中还要负责创建LayerManager、创建Layer。
增加一个Hash类,它实现键-值集合的通用操作,然后让LayerManager继承于Hash,使之成为集合类。
功能上分析:
因为LayerManager集合的元素为Layer实例,而每一个层的实例都是唯一的,即如PlayerLayer实例只有一个,不会有二个PlayerLayer实例。因此,使用Hash结构,可以通过key获得LayerManager集合中的每个元素。
Hash的优势:
Hash结构不需要知道LayerManager集合装入Layer实例的顺序,通过key值就可以唯一获得元素;而Collection结构(数组结构)需要知道装入顺序。
LayerManager、PlayerLayerManager、EnemyLayerManager、MapLayerManager重构前:
(function () { //* 父类 var LayerManager = YYC.AClass({ Init: function (layer) { this.layer = layer; }, Private: { }, Public: { layer: null, addElement: function (element) { var i = 0, len = 0; for (i = 0, len = element.length; i < len; i++) { this.layer.appendChild(element[i]); } }, render: function () { this.layer.render(); }, Virtual: { initLayer: function () { this.layer.setCanvas(); this.layer.init(); this.layer.change(); } } }, Abstract: { createElement: function () { }, change: function () { } } }); //*子类 var MapLayerManager = YYC.Class(LayerManager, { Init: function (layer) { this.base(layer); }, Private: { __getMapImg: function (i, j, mapData) { var img = null; switch (mapData[i][j]) { case 1: img = window.imgLoader.get("ground"); break; case 2: img = window.imgLoader.get("wall"); break; default: break } return img; } }, Public: { //创建并设置每个地图单元bitmap,加入到元素数组中并返回。 createElement: function () { var i = 0, j = 0, x = 0, y = 0, row = bomberConfig.map.ROW, col = bomberConfig.map.COL, element = [], mapData = mapDataOperate.getMapData(), img = null; for (i = 0; i < row; i++) { //注意! //y为纵向height,x为横向width y = i * bomberConfig.HEIGHT; for (j = 0; j < col; j++) { x = j * bomberConfig.WIDTH; img = this.__getMapImg(i, j, mapData); element.push(spriteFactory.createMapElement({ x: x, y: y }, bitmapFactory.createBitmap({ img: img, width: bomberConfig.WIDTH, height: bomberConfig.HEIGHT }))); } } return element; }, change: function () { } } }); var PlayerLayerManager = YYC.Class(LayerManager, { Init: function (layer) { this.base(layer); }, Private: { __keyDown: function () { if (keyState[keyCodeMap.A] === true || keyState[keyCodeMap.D] === true || keyState[keyCodeMap.W] === true || keyState[keyCodeMap.S] === true) { return true; } else { return false; } }, __spriteMoving: function () { return this.layer.getChildAt(0).moving }, __spriteStand: function () { if (this.layer.getChildAt(0).stand) { this.layer.getChildAt(0).stand = false; return true; } else { return false; } } }, Public: { createElement: function () { var element = [], player = spriteFactory.createPlayer(); player.init(); element.push(player); return element; }, change: function () { if (this.__keyDown() || this.__spriteMoving() || this.__spriteStand()) { this.layer.change(); } } } }); var EnemyLayerManager = YYC.Class(LayerManager, { Init: function (layer) { this.base(layer); }, Private: { }, Public: { initLayer: function (playerLayerManager) { this.layer.setCanvas(); this.layer.init(); this.layer.getPlayer(playerLayerManager.layer); this.layer.change(); }, createElement: function () { var element = [], enemy = spriteFactory.createEnemy(); enemy.init(); element.push(enemy); return element; }, collideWidthPlayer: function () { return this.layer.collideWidthPlayer(); }, change: function () { this.layer.change(); } } }); window.LayerManager = LayerManager; //用于测试 window.MapLayerManager = MapLayerManager; window.PlayerLayerManager = PlayerLayerManager; window.EnemyLayerManager = EnemyLayerManager; }());
LayerManager重构后:
(function () { var LayerManager = YYC.Class(Hash, { Private: { __iterator: function (handler) { var args = Array.prototype.slice.call(arguments, 1), i = null, layers = this.getChilds(); for (i in layers) { if (layers.hasOwnProperty(i)) { layers[i][handler].apply(layers[i], args); } } } }, Public: { addLayer: function (name, layer) { this.add(name, layer); return this; }, getLayer: function (name) { return this.getValue(name); }, initLayer: function () { this.__iterator("setCanvas"); this.__iterator("init"); }, render: function () { this.__iterator("render"); }, change: function () { this.__iterator("change"); } } }); window.LayerManager = LayerManager; }());
Hash
(function () { var Hash = YYC.AClass({ Private: { //容器 _childs: {} }, Public: { getChilds: function () { return YYC.Tool.extend.extend({}, this._childs); }, getValue: function (key) { return this._childs[key]; }, add: function (key, value) { this._childs[key] = value; return this; } } }); window.Hash = Hash; }());
Game
(function () { var Game = YYC.Class({ Init: function () { }, Private: { _pattern: null, _ground: null, _layerManager: null, _createLayerManager: function () { this._layerManager = new LayerManager(); this._layerManager.addLayer("mapLayer", layerFactory.createMap()); this._layerManager.addLayer("playerLayer", layerFactory.createPlayer(this.sleep)); this._layerManager.addLayer("enemyLayer", layerFactory.createEnemy(this.sleep)); }, _addElements: function () { var mapLayerElements = this._createMapLayerElement(), playerLayerElements = this._createPlayerLayerElement(), enemyLayerElements = this._createEnemyLayerElement(); this._layerManager.addElements("mapLayer", mapLayerElements); this._layerManager.addElements("playerLayer", playerLayerElements); this._layerManager.addElements("enemyLayer", enemyLayerElements); }, //创建并设置每个地图方格精灵,加入到元素数组中并返回。 _createMapLayerElement: function () { var i = 0, j = 0, x = 0, y = 0, row = bomberConfig.map.ROW, col = bomberConfig.map.COL, element = [], mapData = mapDataOperate.getMapData(), img = null; for (i = 0; i < row; i++) { //注意! //y为纵向height,x为横向width y = i * bomberConfig.HEIGHT; for (j = 0; j < col; j++) { x = j * bomberConfig.WIDTH; img = this._getMapImg(i, j, mapData); element.push(spriteFactory.createMapElement({ x: x, y: y }, bitmapFactory.createBitmap({ img: img, width: bomberConfig.WIDTH, height: bomberConfig.HEIGHT }))); } } return element; }, _getMapImg: function (i, j, mapData) { var img = null; switch (mapData[i][j]) { case 1: img = window.imgLoader.get("ground"); break; case 2: img = window.imgLoader.get("wall"); break; default: break } return img; }, _createPlayerLayerElement: function () { var element = [], player = spriteFactory.createPlayer(); player.init(); element.push(player); return element; }, _createEnemyLayerElement: function () { var element = [], enemy = spriteFactory.createEnemy(); enemy.init(); element.push(enemy); return element; }, _initLayer: function () { this._layerManager.initLayer(); this._layerManager.getLayer("enemyLayer").getPlayer(this._layerManager.getLayer("playerLayer")); }, _initEvent: function () { //监听整个document的keydown,keyup事件 keyEventManager.addKeyDown(); keyEventManager.addKeyUp(); } }, Public: { context: null, sleep: 0, x: 0, y: 0, mainLoop: null, init: function () { this.sleep = Math.floor(1000 / bomberConfig.FPS); this._createLayerManager(); this._addElements(); this._initLayer(); this._initEvent(); }, start: function () { var self = this; this.mainLoop = window.setInterval(function () { self.run(); }, this.sleep); }, run: function () { if (this._layerManager.getLayer("enemyLayer").collideWidthPlayer()) { clearInterval(this.mainLoop); alert("Game Over!"); return; } this._layerManager.render(); this._layerManager.change(); } } }); window.Game = Game; }());
本文最终领域模型
高层划分
“层”这个层级的集合包的命名太广泛了,应该具体化为数组集合包,这样才不至于与哈希集合包混淆。
哈希集合包与数组集合包都属于集合,因此应该合并为集合包,然后将集合包放到辅助逻辑层。
封闭性:
层抽象包、精灵抽象包位于同一个层面(抽象层面),会对同一种性质的变化共同封闭。
如精灵抽象类(精灵抽象包)发生变化,可能会引起层抽象类的变化。
重用性:
两者相互关联。
两者为抽象类,具有通用性。
可以一起被重用。
因此,将层抽象包、精灵抽象包合并成抽象包,并放到辅助逻辑层。
抽象包与集合包有依赖关系,但实际上只是抽象包中的层抽象类与集合包有依赖,精灵抽象类与集合包没有管理,因此违反了共用重用原则CRP。
考虑到集合包也具有的通用性,将其也合并到抽象包中:
层和精灵都包含人物(精灵中为移动)、地图的概念,人物层与移动精灵、地图层与地图元素精灵联系紧密。
封闭性:
层实现包与精灵实现包违反了共同封闭原则CCP。如地图发生变化时,只会引起地图层和地图元素精灵的变化,而不会引起人物层和移动精灵的变化。
重用性:
层实现包与精灵实现包中,人物层与地图层、移动精灵与地图元素精灵没有关联,因此违反了共同重用原则CRP。
因此,分离出人物包、地图包,并将层、精灵这两个层合并为实现层:
状态类与属于人物包的玩家精灵类和敌人精灵类紧密关联,因此应该放到人物包中。
MoveSprite、CharacterLayer是抽象类,但是它们与具体的人物实现密切相关(因为它们是从人物实现类PlayerSprite和EnemySprite、PlayerLayer和EnemyLayer提取共同模式而形成的父类)。因此,它们应该放到人物实现包中。
演示地址
本文参考资料