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