软件设计模式告诉我们,程序中不同的领域要保持隔离,也就是解耦。所以,我们不希望AI,物理引擎,渲染引擎,声音引擎,还有其他的事情影响到彼此,不能把他们放到同一个类里。
下面是一个反例:
if (collidingWithFloor() && (getRenderState() != INVISIBLE)) { playSound(HIT_FLOOR); }
如果有人要修改这段代码,那么他就需要查看物理,绘图,和声音的代码以保证不会出错。更糟糕的情况是,你可能需要修改其他部分的代码!
解决的办法:
我们可以吧不同的领域分割城不同的组件,谈后需要的时候持有这些组件的实例,例如 InputComponent。
再看一个难一点的例子:
class Bjorn { public: void update(World& world, Graphics& graphics) { // Apply user input to hero's velocity. switch (Controller::getJoystickDirection()) { case DIR_LEFT: velocity_ -= WALK_ACCELERATION; break; case DIR_RIGHT: velocity_ += WALK_ACCELERATION; break; } // Modify position by velocity. x_ += velocity_; world.resolveCollision(volume_, x_, y_, velocity_); // Draw the appropriate sprite. Sprite* sprite = &spriteStand_; if (velocity_ < 0) sprite = &spriteWalkLeft_; else if (velocity_ > 0) sprite = &spriteWalkRight_; graphics.draw(*sprite, x_, y_); } private: static const int WALK_ACCELERATION = 1; int velocity_; int x_, y_; Volume volume_; Sprite spriteStand_; Sprite spriteWalkLeft_; Sprite spriteWalkRight_; };
Bjorn
有一个 update()方法每一帧被调用一次。它获取determine来决定方向,谈后他用物理引擎来处理位置,最后,它把Bjørn绘制到屏幕上。可以看到这里其实只做了很少的事情,但是却显得很复杂。
分割不同的领域:
首先让我们把input分离:
class InputComponent { public: void update(Bjorn& bjorn) { switch (Controller::getJoystickDirection()) { case DIR_LEFT: bjorn.velocity -= WALK_ACCELERATION; break; case DIR_RIGHT: bjorn.velocity += WALK_ACCELERATION; break; } } private: static const int WALK_ACCELERATION = 1; };
Bjorn的变化:
class Bjorn { public: int velocity; int x, y; virtual void update(World& world, Graphics& graphics) { input_.update(*this); // Modify position by velocity. x += velocity; world.resolveCollision(volume_, x, y, velocity); // Draw the appropriate sprite. Sprite* sprite = &spriteStand_; if (velocity < 0) sprite = &spriteWalkLeft_; else if (velocity > 0) sprite = &spriteWalkRight_; graphics.draw(*sprite, x, y); } private: InputComponent input_; Volume volume_; Sprite spriteStand_; Sprite spriteWalkLeft_; Sprite spriteWalkRight_; };
然后我们把其他的组件都分离:
class PhysicsComponent { public: void update(Bjorn& bjorn, World& world) { bjorn.x += bjorn.velocity; world.resolveCollision(volume_, bjorn.x, bjorn.y, bjorn.velocity); } private: Volume volume_; };
class GraphicsComponent { public: void update(Bjorn& bjorn, Graphics& graphics) { Sprite* sprite = &spriteStand_; if (bjorn.velocity < 0) sprite = &spriteWalkLeft_; else if (bjorn.velocity > 0) sprite = &spriteWalkRight_; graphics.draw(*sprite, bjorn.x, bjorn.y); } private: Sprite spriteStand_; Sprite spriteWalkLeft_; Sprite spriteWalkRight_; };
现在Bjorn变得很简洁:
class Bjorn { public: int velocity; int x, y; virtual void update(World& world, Graphics& graphics) { input_.update(*this); physics_.update(*this, world); graphics_.update(*this, graphics); } private: InputComponent input_; PhysicsComponent physics_; GraphicsComponent graphics_; };
现在我们已经把不同的组件都分开了,但是Bjorn依然知道这些行为的具体实现。我们将把我们的组件隐藏在借口背后,这样就需要把InputComponent变成一个抽象类:
class InputComponent { public: virtual void update(Bjorn& bjorn) = 0; };
然后实现它:
class PlayerInputComponent : public InputComponent { public: virtual void update(Bjorn& bjorn) { switch (Controller::getJoystickDirection()) { case DIR_LEFT: bjorn.velocity -= WALK_ACCELERATION; break; case DIR_RIGHT: bjorn.velocity += WALK_ACCELERATION; break; } } private: static const int WALK_ACCELERATION = 1; };
我们将持有一个InputComponent的指针,
class Bjorn { public: int velocity; int x, y; Bjorn(InputComponent* input) : input_(input) {} virtual void update(World& world, Graphics& graphics) { input_->update(*this); physics_.update(*this, world); graphics_.update(*this, graphics); } private: InputComponent* input_; PhysicsComponent physics_; GraphicsComponent graphics_; };
现在我们可以传入一个InputComponent来实例化Bjorn:
Bjorn* bjorn = new Bjorn(new PlayerInputComponent());
来看看InputComponent的另一个实现:
class DemoInputComponent : public InputComponent { public: virtual void update(Bjorn& bjorn) { // AI to automatically control Bjorn... } };
好了,最后让我们看看最简介的一般实现:
我们有两个component:
class PhysicsComponent { public: virtual void update(GameObject& obj, World& world) = 0; }; class GraphicsComponent { public: virtual void update(GameObject& obj, Graphics& graphics) = 0; };
一个GameObject:
class GameObject { public: int velocity; int x, y; GameObject(InputComponent* input, PhysicsComponent* physics, GraphicsComponent* graphics) : input_(input), physics_(physics), graphics_(graphics) {} virtual void update(World& world, Graphics& graphics) { input_->update(*this); physics_->update(*this, world); graphics_->update(*this, graphics); } private: InputComponent* input_; PhysicsComponent* physics_; GraphicsComponent* graphics_; };