軟件設計模式告訴我們,程序中不同的領域要保持隔離,也就是解耦。所以,我們不希望AI,物理引擎,渲染引擎,聲音引擎,還有其他的事情影響到彼此,不能把他們放到同一個類里。
下面是一個反例:
if (collidingWithFloor() && (getRenderState() != INVISIBLE)) { playSound(HIT_FLOOR); }
如果有人要修改這段代碼,那么他就需要查看物理,繪圖,和聲音的代碼以保證不會出錯。更糟糕的情況是,你可能需要修改其他部分的代碼!
解決的辦法:
我們可以吧不同的領域分割城不同的組件,談后需要的時候持有這些組件的實例,例如 InputComponent。
再看一個難一點的例子:
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
有一個 update()方法每一幀被調用一次。它獲取determine來決定方向,談后他用物理引擎來處理位置,最后,它把Bjørn繪制到屏幕上。可以看到這里其實只做了很少的事情,但是卻顯得很復雜。
分割不同的領域:
首先讓我們把input分離:
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的變化:
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_; };
然后我們把其他的組件都分離:
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_; };
現在Bjorn變得很簡潔:
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_; };
現在我們已經把不同的組件都分開了,但是Bjorn依然知道這些行為的具體實現。我們將把我們的組件隱藏在借口背后,這樣就需要把InputComponent變成一個抽象類:
class InputComponent { public: virtual void update(Bjorn& bjorn) = 0; };
然后實現它:
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; };
我們將持有一個InputComponent的指針,
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_; };
現在我們可以傳入一個InputComponent來實例化Bjorn:
Bjorn* bjorn = new Bjorn(new PlayerInputComponent());
來看看InputComponent的另一個實現:
class DemoInputComponent : public InputComponent { public: virtual void update(Bjorn& bjorn) { // AI to automatically control Bjorn... } };
好了,最后讓我們看看最簡介的一般實現:
我們有兩個component:
class PhysicsComponent { public: virtual void update(GameObject& obj, World& world) = 0; }; class GraphicsComponent { public: virtual void update(GameObject& obj, Graphics& graphics) = 0; };
一個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_; };