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简介:
1、门面模式(facade)
门面模式:比方政府部门,你须要提交一些材料证实你本人是你本人,可能会从这个部门跑到那个部门,串来串去都办不好,然而如果有一个部门来对立协调这些部门之间的关系,而你只须要找到这个对立的部门来解决问题就能够了,效率就高了,这个就是所谓的门面模式。
2、调停者模式(Mediator)
调停者模式:下面所说的门面,其实也能够作为调停者,它对外来说是门面,而对外部的部门来说,他就是调停者,由它来协调部门之间的关系,各个部门只须要与这个调解部门分割,而相互之间不须要再有分割了,这就是所谓的调停者模式。
如下:咱们举个例子,我写了一个坦克大战这个小游戏,游戏物体有坦克,子弹(临时只有这两个),墙,碉堡等,咱们每一个游戏物体都须要解决本人与其余游戏物体的关系,如:坦克与子弹相撞,坦克与墙相撞,坦克与坦克相撞,子弹与墙相撞,子弹与坦克相撞,子弹与碉堡相撞等等,每个物体都要与其余的物体分割,如果后续再退出其余的游戏物体,那么后面的每个物体都须要批改,能不能想个办法让他们不要有那么简单的分割。
模式实例:
1、GameObject:游戏物体父类
package com.mashibing.tank; | |
import java.awt.*; | |
/** | |
* 游戏物体的父类,无论是坦克,子弹,爆炸等等都继承自这个类 | |
*/ | |
public abstract class GameObject { | |
public int x, y; | |
public abstract void paint(Graphics g); | |
} |
2、Tank: 坦克类
package com.mashibing.tank; | |
import com.mashibing.strategy.FireStrategy; | |
import java.awt.*; | |
import java.util.Random; | |
public class Tank extends GameObject{ | |
public Dir dir = Dir.DOWN; | |
private static final int SPEED = ProperMgr.getInt("tankSpeed"); | |
private boolean moving = true; | |
public GameModel gm = null; | |
public static int WIDTH = ResourceMgr.goodTankU.getWidth(); | |
public static int HEIGHT = ResourceMgr.goodTankU.getHeight(); | |
private boolean living = true; | |
public FireStrategy fs; | |
public Group group = Group.BAD; | |
public Rectangle rect = new Rectangle(); | |
private Random random = new Random(); | |
public int oldX, oldY; | |
public Tank(int x, int y, Dir dir, Group group, GameModel gm) { | |
this.x = x; | |
this.y = y; | |
this.dir = dir; | |
this.gm = gm; | |
this.group = group; | |
rect.x = this.x; | |
rect.y = this.y; | |
rect.width = WIDTH; | |
rect.height = HEIGHT; | |
try {if(group == Group.GOOD){String goodFsName = ProperMgr.get("goodFs").toString(); | |
fs = (FireStrategy)Class.forName(goodFsName).getDeclaredConstructor().newInstance(); // 指定构造函数,进行对象的结构 | |
} else {String goodFsName = ProperMgr.get("badFs").toString(); | |
fs = (FireStrategy)Class.forName(goodFsName).newInstance();// 必须得有一个默认的空构造函数进行结构} | |
} catch (Exception e) {e.printStackTrace(); | |
} | |
} | |
@Override | |
public void paint(Graphics g) {if (!living) gm.remove(this); | |
Color c = g.getColor(); | |
switch (dir) { | |
case LEFT: | |
g.drawImage(this.group == Group.GOOD ? ResourceMgr.goodTankL : ResourceMgr.badTankL,x,y,null); | |
break; case UP: | |
g.drawImage(this.group == Group.GOOD ? ResourceMgr.goodTankU : ResourceMgr.badTankU,x,y,null); | |
break; case RIGHT: | |
g.drawImage(this.group == Group.GOOD ? ResourceMgr.goodTankR : ResourceMgr.badTankR,x,y,null); | |
break; case DOWN: | |
g.drawImage(this.group == Group.GOOD ? ResourceMgr.goodTankD : ResourceMgr.badTankD,x,y,null); | |
break; } | |
move();} | |
private void move() { | |
oldX = x; | |
oldY = y; | |
if (!moving) return; | |
switch (dir) { | |
case LEFT: | |
x -= SPEED; | |
break; case UP: | |
y -= SPEED; | |
break; case RIGHT: | |
x += SPEED; | |
break; case DOWN: | |
y += SPEED; | |
break; } | |
if(this.group == Group.BAD && random.nextInt(100)>95) {this.fire(); | |
} | |
if (this.group == Group.BAD && random.nextInt(100)>95) | |
randomDir(); | |
// 边界检测 | |
boundsCheck(); | |
rect.x = this.x; | |
rect.y = this.y; | |
} | |
private void boundsCheck() {if(this.x < 2) x = 0; | |
if(this.y < 28) y = 30; | |
if(this.x > TankFrame.GAME_WIDTH - Tank.WIDTH-2) x = TankFrame.GAME_WIDTH-Tank.WIDTH-2; | |
if(this.y > TankFrame.GAME_HEIGHT - Tank.HEIGHT-2) y = TankFrame.GAME_HEIGHT-Tank.HEIGHT-2; | |
} | |
private void randomDir() {this.dir = Dir.values()[random.nextInt(4)]; | |
} | |
public void fire() {fs.fire(this); | |
} | |
public void die() {this.living = false;} | |
public void stop(){moving = false;} | |
public void setDir(Dir dir) {this.dir = dir;} | |
public static int getSPEED() {return SPEED;} | |
public void setMoving(boolean moving) {this.moving = moving;} | |
public void setGroup(Group group) {this.group = group;} | |
} |
3、Bullet: 子弹类
package com.mashibing.tank; | |
import java.awt.*; | |
public class Bullet extends GameObject{private static final int SPEED = ProperMgr.getInt("bulletSpeed"); | |
public Rectangle rect = new Rectangle(); | |
private Dir dir; | |
public static int WIDTH = ResourceMgr.bulletD.getWidth(); | |
public static int HEIGHT = ResourceMgr.bulletD.getHeight(); | |
private boolean living = true; // 子弹是否死掉, 飞出窗口或者撞到敌人 | |
public GameModel gm = null; | |
public Group group = Group.BAD; | |
public Bullet(int x, int y, Dir dir, Group group, GameModel gm) { | |
this.x = x; | |
this.y = y; | |
this.dir = dir; | |
this.gm = gm; | |
this.group = group; | |
rect.x = this.x; | |
rect.y = this.y; | |
rect.width = WIDTH; | |
rect.height = HEIGHT; | |
gm.add(this); | |
} | |
@Override | |
public void paint(Graphics g) {if(!living){gm.remove(this); | |
} | |
switch (dir) { | |
case LEFT: | |
g.drawImage(ResourceMgr.bulletL,x,y,null); | |
break; case UP: | |
g.drawImage(ResourceMgr.bulletU,x,y,null); | |
break; case RIGHT: | |
g.drawImage(ResourceMgr.bulletR,x,y,null); | |
break; case DOWN: | |
g.drawImage(ResourceMgr.bulletD,x,y,null); | |
break; } | |
move();} | |
private void move() {switch (dir) { | |
case LEFT: | |
x -= SPEED; | |
break; case UP: | |
y -= SPEED; | |
break; case RIGHT: | |
x += SPEED; | |
break; case DOWN: | |
y += SPEED; | |
break; } | |
rect.x = this.x; | |
rect.y = this.y; | |
if (x < 0 || y < 0 || x > TankFrame.GAME_WIDTH || y > TankFrame.GAME_HEIGHT) living = false; | |
} | |
public void die() {this.living = false;} | |
} |
4、Bullet: 爆炸类
package com.mashibing.tank; | |
import java.awt.*; | |
public class Explode extends GameObject{public static int WIDTH = ResourceMgr.explodes[0].getWidth(); | |
public static int HEIGHT = ResourceMgr.explodes[0].getHeight(); | |
private GameModel gm = null; | |
private int step = 0; | |
public Explode(int x, int y,GameModel gm) { | |
this.x = x; | |
this.y = y; | |
this.gm = gm; | |
} | |
@Override | |
public void paint(Graphics g) {g.drawImage(ResourceMgr.explodes[step++],x,y,null); | |
if(step >= ResourceMgr.explodes.length) {gm.remove(this); | |
} | |
} | |
} |
5、GameModel: 调停者 / 门面
package com.mashibing.tank; | |
import com.mashibing.cor.ColliderChain; | |
import java.awt.*; | |
import java.util.ArrayList; | |
import java.util.List; | |
/** | |
* 负责游戏物体之间的逻辑解决,也就是所谓的门面模式,* 它提供一系列接口供 TankFrame 调用,* 也是个调停者模式,它解决了游戏物体之间的碰撞,各种游戏物体的碰撞都通过本类 | |
* 中的碰撞检测去实现与其余物体的碰撞,而不是在游戏物体的类当中去解决具体的碰撞逻辑 | |
* | |
* 也就是说以前呢子弹与坦克的碰撞逻辑在 Bullet 中去实现,如果当前退出了其余的游戏物体须要与子弹碰撞 | |
* 那么子弹类中的碰撞逻辑就须要批改,而当初在本类当中解决碰撞,只需提供相应的碰撞策略 (Collider) 就能够实现 | |
*/ | |
public class GameModel { | |
// 我方坦克 | |
public Tank myTank = new Tank(200,500, Dir.UP, Group.GOOD, this); | |
// 游戏物体:敌方坦克,子弹,爆炸 | |
private List<GameObject> objects = new ArrayList<>(); | |
// 碰撞检测责任链 | |
ColliderChain chain = new ColliderChain(); | |
public GameModel(){ | |
// 初始化敌方坦克 | |
int initTankCount = ProperMgr.getInt("initTankCount"); | |
for(int i = 0; i < initTankCount; i++) {add(new Tank(50+i*80, 200, Dir.DOWN, Group.BAD, this)); | |
} | |
} | |
public void add(GameObject go){this.objects.add(go); | |
} | |
public void remove(GameObject go){this.objects.remove(go); | |
} | |
public void paint(Graphics g) {Color c = g.getColor(); | |
g.setColor(Color.white); | |
g.setColor(c); | |
myTank.paint(g); | |
for(int i = 0; i < objects.size(); i++) {objects.get(i).paint(g); | |
} | |
// 碰撞检测 | |
for(int i = 0; i < objects.size(); i++) {for(int j = i+1; j < objects.size(); j++){GameObject o1 = objects.get(i); | |
GameObject o2 = objects.get(j); | |
chain.collide(o1, o2); | |
} | |
} | |
} | |
public Tank getMyTank() {return myTank;} | |
} |
6、Collider: 碰撞解决接口
package com.mashibing.cor; | |
import com.mashibing.tank.GameObject; | |
public interface Collider {boolean collide(GameObject o1, GameObject o2); | |
} |
7、BulletTankCollider: 子弹与坦克的碰撞策略
package com.mashibing.cor; | |
import com.mashibing.tank.Bullet; | |
import com.mashibing.tank.Explode; | |
import com.mashibing.tank.GameObject; | |
import com.mashibing.tank.Tank; | |
public class BulletTankCollider implements Collider{ | |
@Override | |
public boolean collide(GameObject o1, GameObject o2) {if(o1 instanceof Bullet && o2 instanceof Tank) {Bullet b = (Bullet) o1; | |
Tank t = (Tank) o2; | |
if(b.group == t.group) return false; | |
if(b.rect.intersects(t.rect)) {t.die(); | |
b.die(); | |
int ex = t.x + Tank.WIDTH / 2 - Explode.WIDTH / 2; | |
int ey = t.y + Tank.HEIGHT / 2 - Explode.HEIGHT / 2; | |
b.gm.add(new Explode(ex, ey, b.gm)); | |
return false; } | |
} else if(o1 instanceof Tank && o2 instanceof Bullet){return collide(o2, o1); | |
} | |
return true; | |
} | |
} |
8、TankTankCollider: 坦克与坦克的碰撞策略
package com.mashibing.cor; | |
import com.mashibing.tank.GameObject; | |
import com.mashibing.tank.Tank; | |
public class TankTankCollider implements Collider{ | |
@Override | |
public boolean collide(GameObject o1, GameObject o2) {if(o1 instanceof Tank && o2 instanceof Tank) {Tank t1 = (Tank) o1; | |
Tank t2 = (Tank) o2; | |
if(t1.rect.intersects(t2.rect)) { | |
t1.x = t1.oldX; | |
t1.y = t1.oldY; | |
t2.x = t2.oldX; | |
t2.y = t2.oldY; | |
} | |
} | |
return true; | |
} | |
} |
9、ColliderChain: 碰撞链:此处将碰撞的这些策略,连在一起(也就是装在一个汇合当中),当一个物体检测本人与其余物体的碰撞时,将链条当中的碰撞策略都检测一遍即可(也就是循环一便)
package com.mashibing.cor; | |
import com.mashibing.tank.GameObject; | |
import java.util.LinkedList; | |
import java.util.List; | |
public class ColliderChain implements Collider{private List<Collider> colliders = new LinkedList<>(); | |
public void add(Collider c){colliders.add(c); | |
} | |
// 默认退出这两种碰撞策略,后续如有须要便往里面增加,也能够在配置文件外面配置碰撞策略,结构链条的时候读取配置文件而后加进 colliders 外面 | |
public ColliderChain(){add(new BulletTankCollider()); | |
add(new TankTankCollider()); | |
} | |
public boolean collide(GameObject o1, GameObject o2) {for(int i = 0; i<colliders.size(); i++){if(!colliders.get(i).collide(o1, o2)){return false;} | |
} | |
return true; | |
} | |
} |
完结:代码比拟丑,前期重构之后再来改良
正文完