• 中介者模式


    优点:解除对象与对象之间的紧耦合关系。增加一个中介者对象,让所有对象都通过中介者对象来通信。

    规则:结构: 最少知识原则,指一个对象应该尽可能少地了解另外的对象。如果对象耦合性太高,一个对象发生变化后,难免会影响到其他对象,“城门失火,殃及池鱼”。

    而中介者里,对象几乎不知道彼此的存在。

    创建中介者
    1.通过中介者开放一些接收消息的接口,各个对象可以通过该接口来给中介者发送消息,中介者处理后通知到其他对象。
    2.也可以通过发布-订阅方式。

    中介者:

    var playerDirector = (function(){
    	var players = {},   //所有玩家
    		operations = {};    //中介者行为操作
    	operations.addPlayer = function( player ){
    		var teamColor = player.teamColor;
    		players[ teamColor ] = players[ teamColor ] || [];
    		players[ teamColor ].push( player );
    	};
    	//移除一个玩家
    	operations.removePlayer = function( player ){
    		var teamColor = player.teamColor;
    		teamPlayers = players[ teamColor ] || [];
    		for( var i = teamPlayers.length -1; i>=0; i-- ){
    			if( teamPlayers[i] == player ){
    				teamPlayers.splice( i, 1 );
    			}
    		}
    	};
    	//玩家换队
    	operations.changeTeam = function( player, newTeamColor ){
    		operations.removePlayer( player );
    		player.teamColor = newTeamColor;
    		operations.addPlayer( player );
    	};
    	//玩家死亡
    	operations.playerDead = function( player ){
    		var teamColor = player.teamColor,
    			teamPlayers = players[ teamColor ];
    		var all_dead = true;
    		for( var i= 0, player; player = teamPlayers[ i++ ];){
    			if( player.state != 'dead'){
    				all_dead = false;
    				break;
    			}
    		}
    		if( all_dead === true ){
    			for( var i= 0, player; player = teamPlayers[ i++ ];){
    				player.lose();
    			}
    		}
    		for( var color in players ){
    			if( color !== teamColor ){
    				var teamPlayers = players[ color ];
    				for( var i= 0, player; player = teamPlayers[ i++ ];){
    					player.win();
    				}
    			}
    		}
    	};
    	var ReceiveMessage = function(){
    		var message = Array.prototype.shift.call( arguments );
    		operations[ message ].apply( this, arguments );
    	}
    	return {
    		ReceiveMessage: ReceiveMessage
    	}
    })()
    

      

    各玩家:

    function Player( name, teamColor){
    	this.name = name;     //名字
    	this.teamColor = teamColor;    //队颜色
    	this.state = 'alive';   //生存状态
    }
    
    Player.prototype.win = function(){
    	console.log( this.name + 'won');
    }
    
    Player.prototype.lose = function(){
    	console.log( this.name + 'lose');
    }
    
    Player.prototype.dead = function(){
    	this.state = 'dead';
    	playerDirector.ReceiveMessage('playerDead', this );
    
    }
    //移除玩家
    Player.prototype.remove = function(){
    
    	playerDirector.ReceiveMessage('removePlayer', this );
    
    }
    //换队
    Player.prototype.changeTeam = function( color ){
    
    	playerDirector.ReceiveMessage('changeTeam', this, color );
    
    }
    

      

    通过中介者创建玩家,通知玩家

    var playFactory = function( name, teamColor ){
    	var newPlayer = new Player( name, teamColor );
    	playerDirector.ReceiveMessage('addPlayer', newPlayer);   //通知到中介者
    
    	return newPlayer;
    }
    

      

  • 相关阅读:
    eval()
    promise
    console.log()和console.dir()、console.table()的区别
    SSM框架搭建+easyui增删改查
    虚成员
    关键字 explicit
    复制控制
    变量、静态变量
    关键字 extern
    关键字 static
  • 原文地址:https://www.cnblogs.com/rainbow661314/p/7090190.html
Copyright © 2020-2023  润新知