关于java:门面模式调停者模式责任链模式

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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

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