炸弹人游戏开发系列(7):加入敌人,使用A*算法寻路

前言

上文中我们实现了炸弹人与墙的碰撞检测,以及设置移动步长来解决发现的问题。本文会加入1个AI敌人,敌人使用A*算法追踪炸弹人。

本文目的

加入敌人,追踪炸弹人

本文主要内容

回顾上文更新后的领域模型

查看大图

开发策略

首先实现“加入敌人”功能。通过参考“炸弹人游戏开发系列(4):炸弹人显示与移动“中的实现,可以初步分析出需要加入敌人图片、敌人帧数据和精灵数据、敌人精灵类EnemySprite、敌人层EnemyLayer和敌人层管理类EnemyLayerManager。

然后实现“追踪炸弹人”功能。需要新建一个算法类FindPath,负责使用A*算法计算并返回路径数据。

敌人精灵类与算法类的交互关系:

并行开发

可以并行开发“加入敌人”和“追踪炸弹人”。

先定义一个FindPath类的的接口,指定findPath方法输入参数和返回参数的格式。

实现“加入敌人”功能时,可以按照接口指定的格式使用假的路径数据来测试EnemySprite类;实现“追踪炸弹人”功能时,按照接口指定格式使用假的坐标数据来测试FindPath类。

在EnemySprit和FindPath都实现后,再集成在一起测试。因为两者接口一致,因此集成时不会有什么困难。

加入敌人

扩大地图

现在地图大小为4*4,太小了。

加入一个敌人后:

  • 可玩性太低
    很快游戏就结束了;玩家操作炸弹人躲避敌人的空间太小了。
  • 不方便演示和测试游戏
    由于游戏很快就结束,因此不方便演示和测试游戏。

因此,将地图扩大为20*20。

要实现这个功能,只需要修改MapData和TerrainData即可。

相关代码

MapData

//地图数据
(function () {
    var ground = bomberConfig.map.type.GROUND,
        wall = bomberConfig.map.type.WALL;

    var mapData = [
        [
            wall, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ],
        [
            wall, ground, wall, wall, wall,
            wall, wall, wall, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ],
        [
            wall, ground, ground, ground, wall,
            ground, ground, wall, wall, ground,
            ground, ground, ground, wall, ground,
            ground, ground, ground, ground, ground
        ],
        [
            wall, ground, ground, ground, wall,
            ground, ground, wall, wall, wall,
            ground, wall, ground, wall, ground,
            ground, ground, ground, ground, ground
        ],
        [
            wall, ground, ground, ground, wall,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ],



        [
            wall, ground, wall, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ],
        [
            wall, ground, ground, ground, wall,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ],
        [
            wall, ground, ground, ground, wall,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ],
        [
            wall, ground, ground, ground, wall,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ],
        [
            wall, ground, ground, ground, wall,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ],

        [
            wall, ground, ground, ground, wall,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ],
        [
            wall, ground, ground, ground, wall,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ],
        [
            wall, ground, ground, ground, wall,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ],
        [
            wall, ground, ground, ground, wall,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ],
        [
            wall, ground, ground, ground, wall,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ],


        [
            wall, ground, ground, ground, wall,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ],
        [
            wall, ground, ground, ground, wall,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ],
        [
            wall, ground, ground, ground, wall,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ],
        [
            wall, ground, ground, ground, wall,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ],
        [
            wall, ground, ground, ground, wall,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground,
            ground, ground, ground, ground, ground
        ]
    ];

    window.mapData = mapData;
}());
View Code

TerrainData

(function () {
    var pass = bomberConfig.map.terrain.pass,
        stop = bomberConfig.map.terrain.stop;

    var terrainData = [
        [
            stop, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ],
        [
            stop, pass, stop, stop, stop,
            stop, stop, stop, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ],
        [
            stop, pass, pass, pass, stop,
            pass, pass, stop, stop, pass,
            pass, pass, pass, stop, pass,
            pass, pass, pass, pass, pass
        ],
        [
            stop, pass, pass, pass, stop,
            pass, pass, stop, stop, stop,
            pass, stop, pass, stop, pass,
            pass, pass, pass, pass, pass
        ],
        [
            stop, pass, pass, pass, stop,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ],



        [
            stop, pass, stop, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ],
        [
            stop, pass, pass, pass, stop,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ],
        [
            stop, pass, pass, pass, stop,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ],
        [
            stop, pass, pass, pass, stop,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ],
        [
            stop, pass, pass, pass, stop,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ],

        [
            stop, pass, pass, pass, stop,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ],
        [
            stop, pass, pass, pass, stop,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ],
        [
            stop, pass, pass, pass, stop,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ],
        [
            stop, pass, pass, pass, stop,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ],
        [
            stop, pass, pass, pass, stop,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ],


        [
            stop, pass, pass, pass, stop,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ],
        [
            stop, pass, pass, pass, stop,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ],
        [
            stop, pass, pass, pass, stop,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ],
        [
            stop, pass, pass, pass, stop,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ],
        [
            stop, pass, pass, pass, stop,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass,
            pass, pass, pass, pass, pass
        ]
    ];

    window.terrainData = terrainData;
}());
View Code

加入敌人图片和数据

首先加入敌人的精灵图片

然后加入敌人帧动画数据类

(function () {
    var getEnemyFrames = (function () {
        //一个动作在图片中的宽度
        var width = bomberConfig.enemy.WIDTH,
            //一个动作在图片中的高度
            height = bomberConfig.enemy.HEIGHT,
            //一个动作的偏移量
            offset = {
                x: bomberConfig.enemy.offset.X,
                y: bomberConfig.enemy.offset.Y
            },
            //一个动作横向截取的长度
            sw = bomberConfig.enemy.SW,
            //一个动作纵向截取的长度
            sh = bomberConfig.enemy.SH,
            //一个动作图片在canvas中的宽度
            imgWidth = bomberConfig.enemy.IMGWIDTH,
            //一个动作图片在canvas中的高度
            imgHeight = bomberConfig.enemy.IMGHEIGHT;

        //帧数据
        var frames = function () {
            return {
                //向右站立
                stand_right: {
                    img: window.imgLoader.get("enemy"),
                    frames: [
                        { x: offset.x, y: offset.y + 2 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }
                    ]
                },
                //向左站立
                stand_left: {
                    img: window.imgLoader.get("enemy"),
                    frames: [
                        { x: offset.x, y: offset.y + height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }
                    ]
                },
                //向上站立
                stand_up: {
                    img: window.imgLoader.get("enemy"),
                    frames: [
                        { x: offset.x, y: offset.y + 3 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }
                    ]
                },
                //向下站立
                stand_down: {
                    img: window.imgLoader.get("enemy"),
                    frames: [
                        { x: offset.x, y: offset.y, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }
                    ]
                },
                //向上走
                walk_up: {
                    img: window.imgLoader.get("enemy"),
                    frames: [
                        { x: offset.x, y: offset.y + 3 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 },
                        { x: offset.x + width, y: offset.y + 3 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 },
                        { x: offset.x + 2 * width, y: offset.y + 3 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 },
                        { x: offset.x + 3 * width, y: offset.y + 3 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }
                    ]
                },
                //向下走
                walk_down: {
                    img: window.imgLoader.get("enemy"),
                    frames: [
                        { x: offset.x, y: offset.y, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 },
                        { x: offset.x + width, y: offset.y, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 },
                        { x: offset.x + 2 * width, y: offset.y, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 },
                        { x: offset.x + 3 * width, y: offset.y, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }
                    ]
                },
                //向右走
                walk_right: {
                    img: window.imgLoader.get("enemy"),
                    frames: [
                        { x: offset.x, y: offset.y + 2 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 },
                        { x: offset.x + width, y: offset.y + 2 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 },
                        { x: offset.x + 2 * width, y: offset.y + 2 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 },
                        { x: offset.x + 3 * width, y: offset.y + 2 * height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }
                    ]
                },
                //向左走
                walk_left: {
                    img: window.imgLoader.get("enemy"),
                    frames: [
                        { x: offset.x, y: offset.y + height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 },
                        { x: offset.x + width, y: offset.y + height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 },
                        { x: offset.x + 2 * width, y: offset.y + height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 },
                        { x: offset.x + 3 * width, y: offset.y + height, width: sw, height: sh, imgWidth: imgWidth, imgHeight: imgHeight, duration: 100 }
                    ]
                }
            }
        }

        return function (animName) {
            return frames()[animName];
        };
    }());

    window.getEnemyFrames = getEnemyFrames;
}());
View Code

然后加入敌人精灵类数据

(function () {
    var getSpriteData = (function () {
        var data = function(){
            return {
...
                //敌人精灵类
                enemy: {
                    //初始坐标
                    x: bomberConfig.WIDTH * 10,
                    //x: 0,
                    y: bomberConfig.HEIGHT * 3,
                    //定义sprite走路速度的绝对值
                    walkSpeed: bomberConfig.enemy.speed.NORMAL,

                    //速度
                    speedX: 1,
                    speedY: 1,

                    //注意坐标起始点为图片左上点!

                    minX: 0,
                    maxX: bomberConfig.canvas.WIDTH - bomberConfig.player.IMGWIDTH,
                    //maxX: 500,
                    minY: 0,
                    maxY: bomberConfig.canvas.HEIGHT - bomberConfig.player.IMGHEIGHT,



                    defaultAnimId: "stand_left",

                    anims: {
                        "stand_right": new Animation(getEnemyFrames("stand_right")),
                        "stand_left": new Animation(getEnemyFrames("stand_left")),
                        "stand_down": new Animation(getEnemyFrames("stand_down")),
                        "stand_up": new Animation(getEnemyFrames("stand_up")),
                        "walk_up": new Animation(getEnemyFrames("walk_up")),
                        "walk_down": new Animation(getEnemyFrames("walk_down")),
                        "walk_right": new Animation(getEnemyFrames("walk_right")),
                        "walk_left": new Animation(getEnemyFrames("walk_left"))
                    }
                }
            }
        };

        return function (spriteName) {
            return data()[spriteName];
        };
    }());

    window.getSpriteData = getSpriteData;
}());

加入EnemySprite类

增加敌人精灵类。

创建假的A*算法类FindPath类

创建返回假数据的FindPath类,用于测试EnemySprite类。

相关代码

FindPath

(function () {
    //构造假数据
    var findPath = {
        aCompute: function (terrainData, begin, target) {
            return {
                path: [{ x: 8, y: 0 }, { x: 7, y: 0 }, { x: 6, y: 0 }, { x: 5, y: 0 }, { x: 4, y: 0 }],
                time: 0.1
            };
        }
    };

    window.findPath = findPath;
}());

EnemySprite

(function () {
    var EnemySprite = YYC.Class({
        Init: function (data) {
            //初始坐标
            this.x = data.x;
            this.y = data.y;

            this.speedX = data.speedX;
            this.speedY = data.speedY;

            //x/y坐标的最大值和最小值, 可用来限定移动范围.
            this.minX = data.minX;
            this.maxX = data.maxX;
            this.minY = data.minY;
            this.maxY = data.maxY;

            this.defaultAnimId = data.defaultAnimId;
            this.anims = data.anims;

            this.walkSpeed = data.walkSpeed;
            this.speedX = data.walkSpeed;
            this.speedY = data.walkSpeed;

            this._context = new Context(this);
        },
        Private: {
            //状态模式上下文类
            __context: null,

            //更新帧动画
            _updateFrame: function (deltaTime) {
                if (this.currentAnim) {
                    this.currentAnim.update(deltaTime);
                }
            },
            _computeCoordinate: function () {
                this.x = this.x + this.speedX * this.dirX;
                this.y = this.y + this.speedY * this.dirY;

                //因为移动次数是向上取整,可能会造成移动次数偏多(如stepX为2.5,取整则stepX为3),
                //坐标可能会偏大(大于bomberConfig.WIDTH / bomberConfig.HEIGHT的整数倍),
                //因此此处需要向下取整。


                //x、y为bomberConfig.WIDTH/bomberConfig.HEIGHT的整数倍(向下取整)
                if (this.completeOneMove) {
                    this.x -= this.x % bomberConfig.WIDTH;
                    this.y -= this.y % bomberConfig.HEIGHT;
                }
            },
            __getCurrentState: function () {
                var currentState = null;

                switch (this.defaultAnimId) {
                    case "stand_right":
                        currentState = new StandRightState();
                        break;
                    case "stand_left":
                        currentState = new StandLeftState;
                        break;
                    case "stand_down":
                        currentState = new StandDownState;
                        break;
                    case "stand_up":
                        currentState = new StandUpState;
                        break;
                    case "walk_down":
                        currentState = new WalkDownState;
                        break;
                    case "walk_up":
                        currentState = new WalkUpState;
                        break;
                    case "walk_right":
                        currentState = new WalkRightState;
                        break;
                    case "walk_left":
                        currentState = new WalkLeftState;
                        break;
                    default:
                        throw new Error("未知的状态");
                        break;
                }
                ;

                return currentState;
            },
            //计算移动次数
            __computeStep: function () {
                this.stepX = Math.ceil(bomberConfig.WIDTH / this.speedX);
                this.stepY = Math.ceil(bomberConfig.HEIGHT / this.speedY);
            }
        },
        Public: {
            //精灵的坐标
            x: 0,
            y: 0,

            //精灵的速度
            speedX: 0,
            speedY: 0,

            //精灵的坐标区间
            minX: 0,
            maxX: 9999,
            minY: 0,
            maxY: 9999,
            //精灵包含的所有 Animation 集合. Object类型, 数据存放方式为" id : animation ".
            anims: null,
            //默认的Animation的Id , string类型
            defaultAnimId: null,

            //当前的Animation.
            currentAnim: null,

            //精灵的方向系数:
            //往下走dirY为正数,往上走dirY为负数;
            //往右走dirX为正数,往左走dirX为负数。
            dirX: 0,
            dirY: 0,

            //定义sprite走路速度的绝对值
            walkSpeed: 0,

            //一次移动步长中的需要移动的次数
            stepX: 0,
            stepY: 0,

            //一次移动步长中已经移动的次数
            moveIndex_x: 0,
            moveIndex_y: 0,

            //是否正在移动标志
            moving: false,

            //站立标志
            //用于解决调用WalkState.stand后,PlayerLayer.render中P__isChange返回false的问题
            //(不调用draw,从而仍会显示精灵类walk的帧(而不会刷新为更新状态后的精灵类stand的帧))。
            stand: false,

            //寻找的路径
            path: null,

            //设置当前Animation, 参数为Animation的id, String类型
            setAnim: function (animId) {
                this.currentAnim = this.anims[animId];
            },
            init: function () {
                this.__context.setPlayerState(this.__getCurrentState());
                this.__computeStep();

                this.path = window.findPath.aCompute().path;

                //设置当前Animation
                this.setAnim(this.defaultAnimId);
            },
            // 更新精灵当前状态
            update: function (deltaTime) {
                this._updateFrame(deltaTime);
            },
            draw: function (context) {
                var frame = null;

                if (this.currentAnim) {
                    frame = this.currentAnim.getCurrentFrame();

                    context.drawImage(this.currentAnim.getImg(), frame.x, frame.y, frame.width, frame.height, this.x, this.y, frame.imgWidth, frame.imgHeight);
                }
            },
            clear: function (context) {
                var frame = null;

                if (this.currentAnim) {
                    frame = this.currentAnim.getCurrentFrame();

                    //直接清空画布区域
                    context.clearRect(0, 0, bomberConfig.canvas.WIDTH, bomberConfig.canvas.HEIGHT);
                }
            },
            move: function () {
                this.__context.move();
            },
            setDir: function () {
                if (this.moving) {
                    return;
                }

                //返回并移除要移动到的坐标
                var target = this.path.shift();

                //当前坐标
                var now = {
                    x: self.x / bomberConfig.WIDTH,
                    y: self.y / bomberConfig.HEIGHT
                };

                //判断要移动的方向,调用相应的方法
                if (target.x > now.x) {
                    this.__context.walkRight();
                }
                else if (target.x < now.x) {
                    this.__context.walkLeft();
                }
                else if (target.y > now.y) {
                    this.__context.walkDown();
                }
                else if (target.y < now.y) {
                    this.__context.walkUp();
                }
                else {
                    this.__context.stand();
                }
            }
        }
    });

    window.EnemySprite = EnemySprite;
}());
View Code

增加敌人精灵类工厂

SpriteFactory新增工厂方法createEnemy,用于创建EnemySprite实例。

SpriteFactory

        createEnemy: function () {
            return new EnemySprite(getSpriteData("enemy"));
        }

新增EnemyLayer

增加敌人画布,该画布于地图画布之上,与玩家画布的zIndex相同。同时增加对应的敌人层类EnemyLayer,它的集合元素为EnemySprite类的实例。

EnemyLayer

(function () {
    var EnemyLayer = YYC.Class(Layer, {
        Init: function (deltaTime) {
            this.___deltaTime = deltaTime;
        },
        Private: {
            ___deltaTime: 0,

            ___iterator: function (handler) {
                var args = Array.prototype.slice.call(arguments, 1),
                    nextElement = null;

                while (this.hasNext()) {
                    nextElement = this.next();
                    nextElement[handler].apply(nextElement, args);  //要指向nextElement
                }
                this.resetCursor();
            },
            ___update: function (deltaTime) {
                this.___iterator("update", deltaTime);
            },
            __setDir: function () {
                this.___iterator("setDir");
            },
            ___move: function (deltaTime) {
                this.___iterator("move", deltaTime);
            }
        },
        Public: {
            setCanvas: function () {
                this.P__canvas = document.getElementById("enemyLayerCanvas");

                $("#enemyLayerCanvas").css({
                    "position": "absolute",
                    "top": bomberConfig.canvas.TOP,
                    "left": bomberConfig.canvas.LEFT,
                    "border": "1px solid black",
                    "z-index": 1    //z-index与playerLayer相同
                });
            },
            draw: function (context) {
                this.___iterator("draw", context);
            },
            clear: function (context) {
                this.___iterator("clear", context);
            },
            render: function () {
                this.__setDir();
                this.___move(this.___deltaTime);

                //判断__state是否为change状态,如果是则调用canvas绘制精灵。
                if (this.P__isChange()) {
                    this.clear(this.P__context);
                    this.___update(this.___deltaTime);
                    this.draw(this.P__context);
                    this.P__setStateNormal();
                }
            }
        }
    });

    window.EnemyLayer = EnemyLayer;
}());

增加敌人层类工厂

LayerFactory新增工厂方法createEnemy,用于创建EnemyLayer实例

LayerFactory

        createEnemy: function (deltaTime) {
            return new EnemyLayer(deltaTime);
        }

新增EnemyLayerManager

增加EnemyLayer的管理类EnemyLayerManager

var EnemyLayerManager = YYC.Class(LayerManager, {
    Init: function (layer) {
        this.base(layer);
    },
    Public: {
        createElement: function () {
            var element = [],
                 enemy = spriteFactory.createEnemy();

            enemy.init();
            element.push(enemy);

            return element;
        },
        change: function () {
            this.layer.change();
        }
    }
});

领域模型

实现寻路算法

游戏中的敌人采用A*算法寻路。参考资料:A星算法

敌人寻路模式

游戏开始时,敌人以它的当前位置为起始点,炸弹人的位置为终点寻路。如果敌人到达终点后,没有碰撞到炸弹人,则再一次以它的当前位置为起始点,炸弹人的位置为终点寻路。

敌人寻路流程

实现FindPath类

领域模型

相关代码

FindPath

(function () {
    var map_w, beginx, beginy, endx, endy;
    var arr_path_out = new Array();

    var pass = bomberConfig.map.terrain.pass,
        stop = bomberConfig.map.terrain.stop;


    var arr_map = new Array();
    var open_list = new Array(); //创建OpenList
    var close_list = new Array(); //创建CloseList
    var tmp = new Array(); //存放当前节点的八个方向的节点
    var arr_map_tmp = window.mapData; //存储从游戏中读入的地图数据
    var map_w = arr_map_tmp.length;

    function aCompute(mapData, begin, end) {
        //计算运行时间
        var startTime, endTime;
        var d = new Date();
        var time;
        startTime = d.getTime();


        var arr_path = new Array();
        var stopn = 0;

        /********************函数主体部分*************************/

        arr_map = setMap(mapData);

        map_w = mapData.length;
        beginx = begin.x;
        beginy = map_w - 1 - begin.y;
        endx = end.x;
        endy = map_w - 1 - end.y;
        var startNodeNum = tile_num(beginx, beginy);
        var targetNodeNum = tile_num(endx, endy);

        if (arr_map[targetNodeNum] && arr_map[targetNodeNum][0] == 0) {
            showError("目的地无法到达!");
            time = getTime(startTime);
            return { path: [], time: time };
        }
        if (arr_map[startNodeNum][0] == 0) {
            showError("起始点不可用!");
            time = getTime(startTime);
            return { path: [], time: time };
        }

        if (arr_map[targetNodeNum] && arr_map[targetNodeNum][0] * arr_map[startNodeNum][0] == 1) {
            arr_map[startNodeNum] = [arr_map[startNodeNum][0], startNodeNum, arr_map[startNodeNum][2], arr_map[startNodeNum][3], arr_map[startNodeNum][4]];//起始点的父节点为自己
            setH(targetNodeNum);
            setOpenList(startNodeNum); //把开始节点加入到openlist中
            //就要开始那个令人发指的循环了,==!!A*算法主体

            while (open_list.length != 0) {
                var bestNodeNum = selectFmin(open_list);
                stopn = 0;
                open_list.shift();
                setCloseList(bestNodeNum);

                if (bestNodeNum == targetNodeNum) {
                    showPath(close_list, arr_path);
                    break;
                }
                var i = 0, j = 0;
                //当目标为孤岛时的判断
                var tmp0 = new Array();
                var k;
                tmp0 = setSuccessorNode(targetNodeNum, map_w);
                for (j; j < 9; j++) {
                    if (j == 8) {
                        k = 0;
                        break;
                    }
                    if (tmp0[j][0] == 1) {
                        k = 1;
                        break;
                    }
                }
                //当目标为孤岛时的判断语句结束
                if (k == 0) {
                    showError("目标成孤岛!");
                    time = getTime(startTime);
                    return { path: [], time: time };
                }
                else {
                    tmp = setSuccessorNode(bestNodeNum, map_w);
                    for (i; i < 8; i++) {
                        if ((tmp[i][0] == 0) || (findInCloseList(tmp[i][4]))) continue;

                        if (findInOpenList(tmp[i][4]) == 1) {
                            if (tmp[i][2] >= (arr_map[bestNodeNum][2] + cost(tmp[i], bestNodeNum))) {
                                setG(tmp[i][4], bestNodeNum); //算g值,修改arr_map中[2]的值
                                arr_map[tmp[i][4]] = tmp[i] = [arr_map[tmp[i][4]][0], bestNodeNum, arr_map[tmp[i][4]][2], arr_map[tmp[i][4]][3], arr_map[tmp[i][4]][4]]; //修改tmp和arr_map中父节点的值,并修改tmp中g值,是之和arr_map中对应节点的值统一
                            }
                        }
                        if (findInOpenList(tmp[i][4]) == 0) {
                            setG(tmp[i][4], bestNodeNum); //算g值,修改arr_map中[2]的值
                            arr_map[tmp[i][4]] = tmp[i] = [arr_map[tmp[i][4]][0], bestNodeNum, arr_map[tmp[i][4]][2], arr_map[tmp[i][4]][3], arr_map[tmp[i][4]][4]]; //修改tmp和arr_map中父节点的值,并修改tmp中g值,是之和arr_map中对应节点的值统一
                            setOpenList(tmp[i][4]); //存进openlist中

                        }
                    }
                }

                stopn++;
                //if (stopn == map_w * map_w - 1) {     //2013.5.27修改
                if (stopn == map_w * map_w * 1000) {
                    showError("找不到路径!");
                    time = getTime(startTime);
                    return { path: [], time: time };

                    //                break;
                }
            }


            if (open_list.length == 0 && bestNodeNum != targetNodeNum) {
                showError("没有找到路径!!");   //对于那种找不到路径的点的处理
                time = getTime(startTime);
                return { path: [], time: time };
            }
        }

        time = getTime(startTime);

        return { path: arr_path_out, time: time };

    }

    function getTime(startTime) {
        /***显示运行时间********/
        var endTime = new Date().getTime();
        return (endTime - startTime) / 1000;
    };


    function showError(error) {
        console.log(error);
    };


    /**********************************************************************
     *function setMap(n)
     *功能:把外部的地图数据抽象成该算法中可操作数组的形式来输入算法
     *参数:n为地图的宽度,生成方阵地图
     ************************************************************************/
    function setMap(mapData) {

        map_w = mapData.length;
        var m = map_w * map_w;

        var arr_map0 = new Array(); //该函数对地图数据转换的操作数组
        var a = m - 1;
        for (a; a >= 0; a--) {
            var xTmp = tile_x(a); //把ID 编号值转换为x坐标值,用来对应读入地图数据
            var yTmp = map_w - 1 - tile_y(a); //把ID 编号值转换为y坐标值,用来对应读入地图数据,对应数组标号和我自定义xoy坐标位置

            //[cost,parent,g,h,id]
            if (mapData[yTmp][xTmp] == pass)
                arr_map0[a] = [1, 0, 0, 0, a];
            else
                arr_map0[a] = [0, 0, 0, 0, a];


        }

        return arr_map0;
    }

    /*********************************************************************
     *以下三个函数是地图上的编号与数组索引转换
     *function tile_num(x,y)
     *功能:将 x,y 坐标转换为地图上块的编号
     *function tile_x(n)
     *功能:由块编号得出 x 坐标
     *function tile_y(n)
     *功能:由块编号得出 y 坐标
     ******************************************************************/
    function tile_num(x, y) {
        return ((y) * map_w + (x));
    }

    function tile_x(n) {
        return (parseInt((n) % map_w));
    }

    function tile_y(n) {
        return (parseInt((n) / map_w));
    }

    /*********************************************************************
     *function setH(targetNode)
     *功能:初始化所有点H的值
     *参数:targetNode目标节点
     **********************************************************************/
    function setH(targetNode) {

        var x0 = tile_x(targetNode);
        var y0 = tile_y(targetNode);
        var i = 0;
        for (i; i < arr_map.length; i++) {
            var x1 = tile_x(i);
            var y1 = tile_y(i);
            /*****欧几里德距离********************************/
            // var h = (Math.sqrt((parseInt(x0) - parseInt(x1)) * (parseInt(x0) - parseInt(x1))) + Math.sqrt((parseInt(y0) - parseInt(y1)) * (parseInt(y0) - parseInt(y1))));
            /*****对角线距离********************************/
            var h = Math.max(Math.abs(parseInt(x0) - parseInt(x1)), Math.abs(parseInt(y0) - parseInt(y1)));
            /*****曼哈顿距离********************************/
                // var h=Math.abs(parseInt(x0) - parseInt(x1))+Math.abs(parseInt(y0) - parseInt(y1));
            arr_map[i][3] = h * parseInt(10);
        }
    }

    /*********************************************************************
     *function setG(nowNode,bestNode)
     *功能:计算现节点G的值
     *参数:nowNode现节点,bestNode其父节点
     **********************************************************************/
    function setG(nowNode, bestNode) {
        var x0 = tile_x(bestNode);
        var y0 = tile_y(bestNode);
        var x1 = tile_x(nowNode);
        var y1 = tile_y(nowNode);
        if (((x0 - x1) == 0) || ((y0 - y1) == 0)) {
            arr_map[nowNode] = [arr_map[nowNode][0], arr_map[nowNode][1], arr_map[nowNode][2] + parseInt(10), arr_map[nowNode][3], arr_map[nowNode][4]];

        }
        else {

            arr_map[nowNode] = [arr_map[nowNode][0], arr_map[nowNode][1], arr_map[nowNode][2] + parseInt(14), arr_map[nowNode][3], arr_map[nowNode][4]];
        }
    }

    /*********************************************************************
     *function selectFmin(open_list)
     *功能:在openlist中对f值进行排序(冒泡排序),并选择一个f值最小的节点返回
     *参数:openlist
     ***********************************************************************/
    function selectFmin(open_list) {
        var i, j, min, temp;
        for (i = 0; i < open_list.length; i++) {
            for (j = i + 1; j < open_list.length; j++) {
                if ((open_list[i][2] + open_list[i][3]) > (open_list[j][2] + open_list[j][3])) {
                    temp = open_list[i];
                    open_list[i] = open_list[j];
                    open_list[j] = temp;
                }
            }
        }
        var min = open_list[0];
        return min[4];
    }

    /***********************************************************************
     *function setOpenList(NodeNum)
     *功能:把节点加入open表中
     *参数:待加入openlist的节点的编号
     ************************************************************************/
    function setOpenList(NodeNum) {
        var n = open_list.length;
        open_list[n] = [arr_map[NodeNum][0], arr_map[NodeNum][1], arr_map[NodeNum][2], arr_map[NodeNum][3], arr_map[NodeNum][4]];
    }

    /***********************************************************************
     *function setCloseList(NodeNum)
     *功能:把节点加入close表中
     *参数:待加入closelist的节点的编号
     ************************************************************************/
    function setCloseList(NodeNum) {
        var n = close_list.length;
        close_list[n] = [arr_map[NodeNum][0], arr_map[NodeNum][1], arr_map[NodeNum][2], arr_map[NodeNum][3], arr_map[NodeNum][4]];
    }

    /***********************************************************************
     *function findInOpenList(nowNodeNum)
     *功能:查询当前节点是否在openlist中,找到返回1,找不到返回0
     *参数:待查询的节点的编号
     ************************************************************************/
    function findInOpenList(nowNodeNum) {
        var i;
        for (i = 0; i < open_list.length; i++) {

            if (open_list[i][4] == nowNodeNum)
                return 1;
        }
        return 0;
    }

    /***********************************************************************
     *function findInCloseList(nowNodeNum)
     *功能:查询当前节点是否在closelist中,找到返回1,找不到返回0
     *参数:待查询的节点的编号
     ************************************************************************/
    function findInCloseList(nowNodeNum) {
        var i;
        for (i = 0; i < close_list.length; i++) {
            if (close_list[i][4] == nowNodeNum)
                return 1;
            else return 0;
        }
    }

    /***********************************************************************
     *function cost(SuccessorNodeNum,bestNodeNum)
     *功能:现节点到达周围节点的代价
     *参数:SuccessorNodeNum周围节点编号,bestNodeNum现节点
     ************************************************************************/
    function cost(SuccessorNodeNum, bestNodeNum) {
        var x0 = tile_x(bestNodeNum);
        var y0 = tile_y(bestNodeNum);
        var x1 = tile_x(SuccessorNodeNum);
        var y1 = tile_y(SuccessorNodeNum);
        if (((x0 - x1) == 0) || ((y0 - y1) == 0)) {
            return 10;
        }
        else
            return 14;
    }

    /**********************************************************************
     *function setSuccessorNode(bestNodeNum,map_w)
     *功能:把现节点的周围8个节点放入预先准备好的临时arr中以备检察
     *参数:现节点的编号
     035
     1 6
     247
     周围八个点的排序
     ***********************************************************************/
    function setSuccessorNode(bestNodeNum, n) {
        var x0 = tile_x(bestNodeNum);
        var y0 = tile_y(bestNodeNum);
        var m = n - 1;
        if ((x0 - 1) >= 0 && (y0) >= 0 && (x0 - 1) <= m && (y0) <= m) tmp[1] = [arr_map[tile_num(x0 - 1, y0)][0], arr_map[tile_num(x0 - 1, y0)][1], arr_map[tile_num(x0 - 1, y0)][2], arr_map[tile_num(x0 - 1, y0)][3], arr_map[tile_num(x0 - 1, y0)][4]]; else {
            tmp[1] = [0, 0, 0, 0, 0];
        }
        if ((x0) >= 0 && (y0 + 1) >= 0 && (x0) <= m && (y0 + 1) <= m) tmp[3] = [arr_map[tile_num(x0, y0 + 1)][0], arr_map[tile_num(x0, y0 + 1)][1], arr_map[tile_num(x0, y0 + 1)][2], arr_map[tile_num(x0, y0 + 1)][3], arr_map[tile_num(x0, y0 + 1)][4]]; else {
            tmp[3] = [0, 0, 0, 0, 0];
        }
        if ((x0) >= 0 && (y0 - 1) >= 0 && (x0) <= m && (y0 - 1) <= m) tmp[4] = [arr_map[tile_num(x0, y0 - 1)][0], arr_map[tile_num(x0, y0 - 1)][1], arr_map[tile_num(x0, y0 - 1)][2], arr_map[tile_num(x0, y0 - 1)][3], arr_map[tile_num(x0, y0 - 1)][4]]; else {
            tmp[4] = [0, 0, 0, 0, 0];
        }
        if ((x0 + 1) >= 0 && (y0) >= 0 && (x0 + 1) <= m && (y0) <= m) tmp[6] = [arr_map[tile_num(x0 + 1, y0)][0], arr_map[tile_num(x0 + 1, y0)][1], arr_map[tile_num(x0 + 1, y0)][2], arr_map[tile_num(x0 + 1, y0)][3], arr_map[tile_num(x0 + 1, y0)][4]]; else {
            tmp[6] = [0, 0, 0, 0, 0];
        }
        if (bomberConfig.algorithm.DIRECTION == 8) {
            if ((x0 - 1) >= 0 && (y0 + 1) >= 0 && (x0 - 1) <= m && (y0 + 1) <= m) tmp[0] = [arr_map[tile_num(x0 - 1, y0 + 1)][0], arr_map[tile_num(x0 - 1, y0 + 1)][1], arr_map[tile_num(x0 - 1, y0 + 1)][2], arr_map[tile_num(x0 - 1, y0 + 1)][3], arr_map[tile_num(x0 - 1, y0 + 1)][4]]; else {
                tmp[0] = [0, 0, 0, 0, 0];
            }

            if ((x0 - 1) >= 0 && (y0 - 1) >= 0 && (x0 - 1) <= m && (y0 - 1) <= m) tmp[2] = [arr_map[tile_num(x0 - 1, y0 - 1)][0], arr_map[tile_num(x0 - 1, y0 - 1)][1], arr_map[tile_num(x0 - 1, y0 - 1)][2], arr_map[tile_num(x0 - 1, y0 - 1)][3], arr_map[tile_num(x0 - 1, y0 - 1)][4]]; else {
                tmp[2] = [0, 0, 0, 0, 0];
            }

            if ((x0 + 1) >= 0 && (y0 + 1) >= 0 && (x0 + 1) <= m && (y0 + 1) <= m) tmp[5] = [arr_map[tile_num(x0 + 1, y0 + 1)][0], arr_map[tile_num(x0 + 1, y0 + 1)][1], arr_map[tile_num(x0 + 1, y0 + 1)][2], arr_map[tile_num(x0 + 1, y0 + 1)][3], arr_map[tile_num(x0 + 1, y0 + 1)][4]]; else {
                tmp[5] = [0, 0, 0, 0, 0];
            }

            if ((x0 + 1) >= 0 && (y0 - 1) >= 0 && (x0 + 1) <= m && (y0 - 1) <= m) tmp[7] = [arr_map[tile_num(x0 + 1, y0 - 1)][0], arr_map[tile_num(x0 + 1, y0 - 1)][1], arr_map[tile_num(x0 + 1, y0 - 1)][2], arr_map[tile_num(x0 + 1, y0 - 1)][3], arr_map[tile_num(x0 + 1, y0 - 1)][4]]; else {
                tmp[7] = [0, 0, 0, 0, 0];
            }

        }
        if (bomberConfig.algorithm.DIRECTION == 4) {
            tmp[0] = [0, 0, 0, 0, 0];
            tmp[2] = [0, 0, 0, 0, 0];
            tmp[5] = [0, 0, 0, 0, 0];
            tmp[7] = [0, 0, 0, 0, 0];
        }

        return tmp;
    }

    /*******************************************************************
     *function showPath(close_list)
     *功能:把结果路径存入arr_path输出
     *参数:close_list
     ********************************************************************/
    function showPath(close_list, arr_path) {
        var n = close_list.length;
        var i = n - 1;
        var ii = 0;
        var nn = 0;
        var mm = 0;


        var arr_path_tmp = new Array();
        var target = null;

        /**********把close_list中有用的点存入arr_path_tmp中*************/

        for (ii; ; ii++) {
            arr_path_tmp[ii] = close_list[n - 1][4];
            if (close_list[n - 1][1] == close_list[i][4]) {
                break;
            }
            for (i = n - 1; i >= 0; i--) {
                if (close_list[i][4] == close_list[n - 1][1]) {
                    n = i + 1;
                    break;
                }
            }
        }

        var w = arr_path_tmp.length - 1;
        var j = 0;
        for (var i = w; i >= 0; i--) {
            arr_path[j] = arr_path_tmp[i];
            j++;
        }
        for (var k = 0; k <= w; k++) {
            target = {
                x: tile_x(arr_path[k]),
                y: map_w - 1 - tile_y(arr_path[k])
            };
            arr_path_out.push(target);
        }
        arr_path_out.shift();
    }

    function _reset() {
        arr_path_out = new Array();
        arr_map = new Array();
        arr_map_tmp = window.mapData;
        map_w = arr_map_tmp.length;

        open_list = new Array(); //创建OpenList
        close_list = new Array(); //创建CloseList
        tmp = new Array(); //存放当前节点的八个方向的节点
    };


    var findPath = {
        aCompute: function (terrainData, begin, end) {
            _reset();
            return aCompute(terrainData, begin, end);
        }
    };

    window.findPath = findPath;
}());
View Code

重构

重构状态模式Context类

重构前:

(function () {
    var Context = YYC.Class({
        Init: function (sprite) {
            this.sprite = sprite;
        },
...
        Static: {
            walkLeftState: new WalkLeftState(),
            walkRightState: new WalkRightState(),
            walkUpState: new WalkUpState(),
            walkDownState: new WalkDownState(),
            standLeftState: new StandLeftState(),
            standRightState: new StandRightState(),
            standUpState: new StandUpState(),
            standDownState: new StandDownState()
        }
    });

    window.Context = Context;
}());

删除Context的静态实例,改为在构造函数中创建具体状态类实例

原因:

因为EnemySprite和PlayerSprite都要使用Context的实例。如果为静态实例的话,EnemySprite中的Context类实例与PlayerSprite中的Context类实例会共享静态实例(具体状态类实例)!会造成互相干扰!

重构后:

(function () {
    var Context = YYC.Class({
        Init: function (sprite) {
            this.sprite = sprite;

            this.walkLeftState = new WalkLeftState();
            this.walkRightState = new WalkRightState();
            this.walkUpState = new WalkUpState();
            this.walkDownState = new WalkDownState();
            this.standLeftState = new StandLeftState();
            this.standRightState = new StandRightState();
            this.standUpState = new StandUpState();
            this.standDownState = new StandDownState();
        },
...
        Static: {
        }
    });

    window.Context = Context;
}());

提出基类Sprite

为什么要提出

  • EnemySprite与PlayerSpite有很多相同的代码
  • 从概念上来说,玩家精灵类与敌人精灵类都属于精灵类的概念

因此,提出EnemySprite、PlayerSprite基类Sprite。

修改碰撞检测

Sprite 增加getCollideRect获得碰撞面积。EnemySprite增加collideWidthOther。

领域模型

相关的代码

Sprite

(function () {
    var Sprite = YYC.AClass({
        Init: function (data) {
            this.x = data.x;
            this.y = data.y;

            this.speedX = data.speedX;
            this.speedY = data.speedY;

            this.minX  = data.minX;
            this.maxX  = data.maxX;
            this.minY  = data.minY;
            this.maxY  = data.maxY;

            this.defaultAnimId = data.defaultAnimId;
            this.anims = data.anims;
        },
        Private: {
            //更新帧动画
            _updateFrame: function (deltaTime) {
                if (this.currentAnim) {
                    this.currentAnim.update(deltaTime);
                }
            }
        },
        Public: {
            //在一个移动步长中已经移动的次数
            moveIndex: 0,

            //精灵的坐标
            x: 0,
            y: 0,

            //精灵的速度
            speedX: 0,
            speedY: 0,

            //精灵的坐标区间
            minX: 0,
            maxX: 9999,
            minY: 0,
            maxY: 9999,
            //精灵包含的所有 Animation 集合. Object类型, 数据存放方式为" id : animation ".
            anims: null,
            //默认的Animation的Id , string类型
            defaultAnimId: null,

            //当前的Animation.
            currentAnim: null,

            //设置当前Animation, 参数为Animation的id, String类型
            setAnim: function (animId) {
                this.currentAnim = this.anims[animId];
            },
            //重置当前帧
            resetCurrentFrame: function (index) {
                this.currentAnim && this.currentAnim.setCurrentFrame(index);
            },
            //取得精灵的碰撞区域,
            getCollideRect: function () {
                if (this.currentAnim) {
                    var f = this.currentAnim.getCurrentFrame();
                    return {
                        x1: this.x,
                        y1: this.y,
                        x2: this.x + f.imgWidth,
                        y2: this.y + f.imgHeight
                    }
                }
            },
            Virtual: {
                //初始化方法
                init: function () {
                    this.setAnim(this.defaultAnimId);
                },
                // 更新精灵当前状态.
                update: function (deltaTime) {
                    this._updateFrame(deltaTime);
                }
            }
        },
        Abstract: {
            draw: function (context) { },
            clear: function (context) { },
            move: function () { },
            setDir: function () { }
        }
    });

    window.Sprite = Sprite;
}());
View Code

EnemySprite

(function () {
    var EnemySprite = YYC.Class(Sprite, {
        Init: function (data) {
            this.base(data);

            this.walkSpeed = data.walkSpeed;
            this.speedX = data.walkSpeed;
            this.speedY = data.walkSpeed;

            this.__context = new Context(this);
        },
        Private: {
            //状态模式上下文类
            __context: null,

            __getCurrentState: function () {
                var currentState = null;

                switch (this.defaultAnimId) {
                    case "stand_right":
                        currentState = new StandRightState();
                        break;
                    case "stand_left":
                        currentState = new StandLeftState;
                        break;
                    case "stand_down":
                        currentState = new StandDownState;
                        break;
                    case "stand_up":
                        currentState = new StandUpState;
                        break;
                    case "walk_down":
                        currentState = new WalkDownState;
                        break;
                    case "walk_up":
                        currentState = new WalkUpState;
                        break;
                    case "walk_right":
                        currentState = new WalkRightState;
                        break;
                    case "walk_left":
                        currentState = new WalkLeftState;
                        break;
                    default:
                        throw new Error("未知的状态");
                        break;
                }

                return currentState;
            },
            //计算移动次数
            __computeStep: function () {
                this.stepX = Math.ceil(bomberConfig.WIDTH / this.speedX);
                this.stepY = Math.ceil(bomberConfig.HEIGHT / this.speedY);
            }
        },
        Public: {
            //精灵的方向系数:
            //往下走dirY为正数,往上走dirY为负数;
            //往右走dirX为正数,往左走dirX为负数。
            dirX: 0,
            dirY: 0,

            //定义sprite走路速度的绝对值
            walkSpeed: 0,

            //一次移动步长中的需要移动的次数
            stepX: 0,
            stepY: 0,

            //一次移动步长中已经移动的次数
            moveIndex_x: 0,
            moveIndex_y: 0,

            //是否正在移动标志
            moving: false,

            //站立标志
            //用于解决调用WalkState.stand后,PlayerLayer.render中P__isChange返回false的问题
            //(不调用draw,从而仍会显示精灵类walk的帧(而不会刷新为更新状态后的精灵类stand的帧))。
            stand: false,

            //寻找的路径
            path: [],

            playerSprite: null,

            init: function () {
                this.__context.setPlayerState(this.__getCurrentState());
                this.__computeStep();

                this.base();
            },
            draw: function (context) {
                var frame = null;

                if (this.currentAnim) {
                    frame = this.currentAnim.getCurrentFrame();

                    context.drawImage(this.currentAnim.getImg(), frame.x, frame.y, frame.width, frame.height, this.x, this.y, frame.imgWidth, frame.imgHeight);
                }
            },
            clear: function (context) {
                var frame = null;

                if (this.currentAnim) {
                    frame = this.currentAnim.getCurrentFrame();

                    //直接清空画布区域
                    context.clearRect(0, 0, bomberConfig.canvas.WIDTH, bomberConfig.canvas.HEIGHT);
                }
            },
            //判断是否和另外一个精灵碰撞
            collideWidthOther: function (sprite2) {
                var rect1 = this.getCollideRect();
                var rect2 = sprite2.getCollideRect();

                //如果碰撞,则抛出异常
                if (rect1 && rect2 && !(rect1.x1 >= rect2.x2 || rect1.y1 >= rect2.y2 || rect1.x2 <= rect2.x1 || rect1.y2 <= rect2.y1)) {
                    throw new Error();
                }
            },
            setPlayerSprite: function (sprite) {
                this.playerSprite = sprite;
            },
            __computePath: function () {
                //playerSprite的坐标要向下取整
                var x = (this.playerSprite.x - this.playerSprite.x % window.bomberConfig.WIDTH) / window.bomberConfig.WIDTH;
                var y = (this.playerSprite.y - this.playerSprite.y % window.bomberConfig.HEIGHT) / window.bomberConfig.HEIGHT;

                return  window.findPath.aCompute(window.terrainData, 
                    { x: this.x / window.bomberConfig.WIDTH, y: this.y / window.bomberConfig.HEIGHT },
                    { x: x, y: y }).path
            },
            move: function () {
                this.__context.move();
            },
            setDir: function () {
                var target, now;

                if (this.moving) {
                    return;
                }
                //特殊情况,如寻找不到路径
                if (this.path === false) {
                    return;
                }

                if (this.path.length == 0) {
                    this.path = this.__computePath();
                }

                //返回并移除要移动到的坐标
                target = this.path.shift();

                //当前坐标
                now = {
                    x: self.x / bomberConfig.WIDTH,
                    y: self.y / bomberConfig.HEIGHT
                };

                //判断要移动的方向,调用相应的方法
                if (target.x > now.x) {
                    this.__context.walkRight();
                }
                else if (target.x < now.x) {
                    this.__context.walkLeft();
                }
                else if (target.y > now.y) {
                    this.__context.walkDown();
                }
                else if (target.y < now.y) {
                    this.__context.walkUp();
                }
                else {
                    this.__context.stand();
                }
            }
        }
    });

    window.EnemySprite = EnemySprite;
}());
View Code

PlayerSprite

(function () {
    var PlayerSprite = YYC.Class(Sprite, {
        Init: function (data) {
            this.base(data);

            this.walkSpeed = data.walkSpeed;
            this.speedX = data.walkSpeed;
            this.speedY = data.walkSpeed;

            this.__context = new Context(this);
        },
        Private: {
            //状态模式上下文类
            __context: null,
            
            __getCurrentState: function () {
                var currentState = null;

                switch (this.defaultAnimId) {
                    case "stand_right":
                        currentState = new StandRightState();
                        break;
                    case "stand_left":
                        currentState = new StandLeftState;
                        break;
                    case "stand_down":
                        currentState = new StandDownState;
                        break;
                    case "stand_up":
                        currentState = new StandUpState;
                        break;
                    case "walk_down":
                        currentState = new WalkDownState;
                        break;
                    case "walk_up":
                        currentState = new WalkUpState;
                        break;
                    case "walk_right":
                        currentState = new WalkRightState;
                        break;
                    case "walk_left":
                        currentState = new WalkLeftState;
                        break;
                    default:
                        throw new Error("未知的状态");
                        break;
                }

                return currentState;
            },
            //计算移动次数
            __computeStep: function () {
                this.stepX = Math.ceil(bomberConfig.WIDTH / this.speedX);
                this.stepY = Math.ceil(bomberConfig.HEIGHT / this.speedY);
            },
            __allKeyUp: function () {
                return window.keyState[keyCodeMap.A] === false && window.keyState[keyCodeMap.D] === false
                    && window.keyState[keyCodeMap.W] === false && window.keyState[keyCodeMap.S] === false;
            },
            __judgeAndSetDir: function () {
                if (window.keyState[keyCodeMap.A] === true) {
                    this.__context.walkLeft();
                }
                else if (window.keyState[keyCodeMap.D] === true) {
                    this.__context.walkRight();
                }
                else if (window.keyState[keyCodeMap.W] === true) {
                    this.__context.walkUp();
                }
                else if (window.keyState[keyCodeMap.S] === true) {
                    this.__context.walkDown();
                }
            }
        },
        Public: {
            //精灵的方向系数:
            //往下走dirY为正数,往上走dirY为负数;
            //往右走dirX为正数,往左走dirX为负数。
            dirX: 0,
            dirY: 0,

            //定义sprite走路速度的绝对值
            walkSpeed: 0,

            //一次移动步长中的需要移动的次数
            stepX: 0,
            stepY: 0,

            //一次移动步长中已经移动的次数
            moveIndex_x: 0,
            moveIndex_y: 0,

            //是否正在移动标志
            moving: false,

            //站立标志
            //用于解决调用WalkState.stand后,PlayerLayer.render中P__isChange返回false的问题
            //(不调用draw,从而仍会显示精灵类walk的帧(而不会刷新为更新状态后的精灵类stand的帧))。
            stand: false,

            init: function () {
                this.__context.setPlayerState(this.__getCurrentState());
                this.__computeStep();

                this.base();
            },
            draw: function (context) {
                var frame = null;

                if (this.currentAnim) {
                    frame = this.currentAnim.getCurrentFrame();

                    context.drawImage(this.currentAnim.getImg(), frame.x, frame.y, frame.width, frame.height, this.x, this.y, frame.imgWidth, frame.imgHeight);
                }
            },
            clear: function (context) {
                var frame = null;

                if (this.currentAnim) {
                    frame = this.currentAnim.getCurrentFrame();

                    //直接清空画布区域
                    context.clearRect(0, 0, bomberConfig.canvas.WIDTH, bomberConfig.canvas.HEIGHT);
                }
            },
            move: function () {
                this.__context.move();
            },
            setDir: function () {
                if (this.moving) {
                    return;
                }

                if (this.__allKeyUp()) {
                    this.__context.stand();
                }
                else {
                    this.__judgeAndSetDir();
                }
            }
        }
    });

    window.PlayerSprite = PlayerSprite;
}());
View Code

增加CharacterLayer类

  • PlayerLayer、EnemyLayer有相似的模式
  • 从语义上来看,PlayerLayer、EnemyLayer都是属于”人物“的语义

因此,提出CharacterLayer父类

领域模型

相关代码

Layer

(function () {
    var Layer = YYC.AClass(Collection, {
        Init: function () {
        },
        Private: {
            __state: bomberConfig.layer.state.CHANGE,   //默认为change

            __getContext: function () {
                this.P__context = this.P__canvas.getContext("2d");
            }
        },
        Protected: {
            //*共用的变量(可读、写)

            P__canvas: null,
            P__context: null,

            //*共用的方法(可读)

            P__isChange: function(){
                return this.__state === bomberConfig.layer.state.CHANGE;
            },
            P__isNormal: function () {
                return this.__state === bomberConfig.layer.state.NORMAL;
            },
            P__setStateNormal: function () {
                this.__state = bomberConfig.layer.state.NORMAL;
            },
            P__setStateChange: function () {
                this.__state = bomberConfig.layer.state.CHANGE;
            },
            P__iterator: function (handler) {
                var args = Array.prototype.slice.call(arguments, 1),
                    nextElement = null;

                while (this.hasNext()) {
                    nextElement = this.next();
                    nextElement[handler].apply(nextElement, args);  //要指向nextElement
                }
                this.resetCursor();
            }
        },
        Public: {
            addElements: function(elements){
                this.appendChilds(elements);
            },
            Virtual: {
                init: function () {
                    this.__getContext();
                },
                change: function () {
                    this.__state = bomberConfig.layer.state.CHANGE;
                }
            }
        },
        Abstract: {
            setCanvas: function () {
            },
            clear: function () {
            },
            //统一绘制
            draw: function () { },
            //游戏主线程调用的函数
            render: function () { }
        }
    });

    window.Layer = Layer;
}());

CharacterLayer

(function () {
    var CharacterLayer = YYC.AClass(Layer, {
        Init: function (deltaTime) {
            this.___deltaTime = deltaTime;
        },
        Private: {
            ___deltaTime: 0,

            ___update: function (deltaTime) {
                this.P__iterator("update", deltaTime);
            },
            ___setDir: function () {
                this.P__iterator("setDir");
            },
            ___move: function () {
                this.P__iterator("move");
            }
        },
        Public: {
            draw: function () {
                this.P__iterator("draw", this.P__context);
            },
            clear: function () {
                this.P__iterator("clear", this.P__context);
            },
            render: function () {
                this.___setDir();
                this.___move();
                
                if (this.P__isChange()) {
                    this.clear();
                    this.___update(this.___deltaTime);
                    this.draw();
                    this.P__setStateNormal();
                }
            }
        }
    });

    window.CharacterLayer = CharacterLayer;
}());

PlayerLayer

(function () {
    var PlayerLayer = YYC.Class(CharacterLayer, {
        Init: function (deltaTime) {
            this.base(deltaTime);
        },
        Private: {
            ___keyDown: function () {
                if (keyState[keyCodeMap.A] === true || keyState[keyCodeMap.D] === true
                    || keyState[keyCodeMap.W] === true || keyState[keyCodeMap.S] === true) {
                    return true;
                }
                else {
                    return false;
                }
            },
            ___spriteMoving: function () {
                return this.getChildAt(0).moving
            },
            ___spriteStand: function () {
                if (this.getChildAt(0).stand) {
                    this.getChildAt(0).stand = false;
                    return true;
                }
                else {
                    return false;
                }
            }
        },
        Public: {
            setCanvas: function () {
                this.P__canvas = document.getElementById("playerLayerCanvas");

                $("#playerLayerCanvas").css({
                    "position": "absolute",
                    "top": bomberConfig.canvas.TOP,
                    "left": bomberConfig.canvas.LEFT,
                    "border": "1px solid red",
                    "z-index": 1
                });
            },
            change: function () {
                if (this.___keyDown() || this.___spriteMoving() || this.___spriteStand()) {
                    this.base();
                }
            }
        }
    });

    window.PlayerLayer = PlayerLayer;
}());

EnemyLayer

(function () {
    var EnemyLayer = YYC.Class(CharacterLayer, {
        Init: function (deltaTime) {
            this.base(deltaTime);
        },
        Private: {
            __getPath: function () {
                this.P__iterator("getPath");
            }
        },
        Public: {
            playerLayer: null,

            init: function () {
                this.base();
            },
            setCanvas: function () {
                this.P__canvas = document.getElementById("enemyLayerCanvas");

                $("#enemyLayerCanvas").css({
                    "position": "absolute",
                    "top": bomberConfig.canvas.TOP,
                    "left": bomberConfig.canvas.LEFT,
                    "border": "1px solid black",
                    "z-index": 1
                });
            },
            getPlayer: function (playerLayer) {
                this.playerLayer = playerLayer;
                this.P__iterator("setPlayerSprite", playerLayer.getChildAt(0));
            },
            collideWidthPlayer: function () {
                try{
                    this.P__iterator("collideWidthPlayer", this.playerLayer.getChildAt(0));
                    return false;
                }
                catch(e){
                    return true;
                }
            },

            render: function () {
                this.__getPath();

                this.base();
            }
        }
    });

    window.EnemyLayer = EnemyLayer;
}());

提出父类MoveSprite

  • PlayerSprite、EnemySprite有相似的模式
  • 从语义上来看,PlayerSprite、EnemySprite都是能够移动的精灵类

因此,提出父类MoveSprite

为什么不把PlayerSprite、EnemySprite的相似的模式直接提到Sprite中?

  • 抽象层次不同

因为我提取的语义是“移动的精灵类”,而Sprite的语义是“精灵类”,属于更抽象的概念

为什么不叫CharacterSprite?

  • 因为关注的语义不同。

在提取CharacterLayer类时,关注的是PlayerLayer、EnemyLayer中“人物”语义;而在提取MoveSprite类时,关注的是PlayerSprite、EnemySprite中”移动“语义。因此,凡是属于”人物“这个语义的Layer类,都可以考虑继承于CharacterLayer;而凡是有”移动“这个特点的Sprite类,都可以考虑继承于MoveSprite。

领域模型

相关代码

Sprite

(function () {
    var Sprite = YYC.AClass({
        Init: function (data, bitmap) {
            this.bitmap = bitmap;
            this.x = data.x;
            this.y = data.y;
            this.defaultAnimId = data.defaultAnimId;
            this.anims = data.anims;
        },
        Private: {
            _updateFrame: function (deltaTime) {
                if (this.currentAnim) {
                    this.currentAnim.update(deltaTime);
                }
            }
        },
        Public: {
            bitmap: null,

            //精灵的坐标
            x: 0,
            y: 0,

            //精灵包含的所有 Animation 集合. Object类型, 数据存放方式为" id : animation ".
            anims: null,
            //默认的Animation的Id , string类型
            defaultAnimId: null,

            //当前的Animation.
            currentAnim: null,

            setAnim: function (animId) {
                this.currentAnim = this.anims[animId];
            },
            resetCurrentFrame: function (index) {
                this.currentAnim && this.currentAnim.setCurrentFrame(index);
            },
            getCollideRect: function () {
                return {
                    x1: this.x,
                    y1: this.y,
                    x2: this.x + this.bitmap.width,
                    y2: this.y + this.bitmap.height
                }
            },
            Virtual: {
                init: function () {
                    //设置当前Animation
                    this.setAnim(this.defaultAnimId);
                },
                // 更新精灵当前状态.
                update: function (deltaTime) {
                    this._updateFrame(deltaTime);
                }
            }
        },
        Abstract: {
            draw: function (context) { },
            clear: function (context) { }
        }
    });

    window.Sprite = Sprite;
}());

MoveSprite

(function () {
    var MoveSprite = YYC.AClass(Sprite, {
        Init: function (data, bitmap) {
            this.base(data, bitmap);
            this.minX = data.minX;
            this.maxX = data.maxX;
            this.minY = data.minY;
            this.maxY = data.maxY;

            this.walkSpeed = data.walkSpeed;
            this.speedX = data.walkSpeed;
            this.speedY = data.walkSpeed;
        },
        Protected: {
            //状态模式上下文类
            P__context: null
        },
        Private: {
            __getCurrentState: function () {
                var currentState = null;

                switch (this.defaultAnimId) {
                    case "stand_right":
                        currentState = new StandRightState();
                        break;
                    case "stand_left":
                        currentState = new StandLeftState;
                        break;
                    case "stand_down":
                        currentState = new StandDownState;
                        break;
                    case "stand_up":
                        currentState = new StandUpState;
                        break;
                    case "walk_down":
                        currentState = new WalkDownState;
                        break;
                    case "walk_up":
                        currentState = new WalkUpState;
                        break;
                    case "walk_right":
                        currentState = new WalkRightState;
                        break;
                    case "walk_left":
                        currentState = new WalkLeftState;
                        break;
                    default:
                        throw new Error("未知的状态");
                        break;
                };

                return currentState;
            },
            //计算移动次数
            __computeStep: function () {
                this.stepX = Math.ceil(bomberConfig.WIDTH / this.speedX);
                this.stepY = Math.ceil(bomberConfig.HEIGHT / this.speedY);
            },
            __isMoving: function(){
                return this.x % bomberConfig.WIDTH !== 0 || this.y % bomberConfig.HEIGHT !== 0
            }
        },
        Public: {
            //精灵的速度
            speedX: 0,
            speedY: 0,

            //精灵的坐标区间
            minX: 0,
            maxX: 9999,
            minY: 0,
            maxY: 9999,

            //精灵的方向系数:
            //往下走dirY为正数,往上走dirY为负数;
            //往右走dirX为正数,往左走dirX为负数。
            dirX: 0,
            dirY: 0,

            //定义sprite走路速度的绝对值
            walkSpeed: 0,

            //一次移动步长中的需要移动的次数
            stepX: 0,
            stepY: 0,

            //一次移动步长中已经移动的次数
            moveIndex_x: 0,
            moveIndex_y: 0,

            //是否正在移动标志
            moving: false,

            //站立标志
            //用于解决调用WalkState.stand后,PlayerLayer.render中P__isChange返回false的问题
            //(不调用draw,从而仍会显示精灵类walk的帧(而不会刷新为更新状态后的精灵类stand的帧))。
            stand: false,

            init: function () {
                this.P__context.setPlayerState(this.__getCurrentState());
                this.__computeStep();

                this.base();
            },

            draw: function (context) {
                var frame = null;

                if (this.currentAnim) {
                    frame = this.currentAnim.getCurrentFrame();
                    context.drawImage(this.bitmap.img, frame.x, frame.y, frame.width, frame.height, this.x, this.y, this.bitmap.width, this.bitmap.height);
                }
            },
            clear: function (context) {
                var frame = null;

                if (this.currentAnim) {
                    frame = this.currentAnim.getCurrentFrame();
                    //直接清空画布区域
                    context.clearRect(0, 0, bomberConfig.canvas.WIDTH, bomberConfig.canvas.HEIGHT);
                }
            },
            //获得当前坐标对应的方格坐标
            getCurrentCellPosition: function () {
                if (this.__isMoving()) {
                    throw new Error("精灵正在移动且未完成一个移动步长");
                }
                return {
                    x: this.x / bomberConfig.WIDTH,
                    y: this.y / bomberConfig.HEIGHT
                }
            }
        },
        Abstract: {
            move: function () { },
            setDir: function () { }
        }
    });

    window.MoveSprite = MoveSprite;
}());
View Code

PlayerSprite

(function () {
    var PlayerSprite = YYC.Class(MoveSprite, {
        Init: function (data, bitmap) {
            this.base(data, bitmap);

            this.P__context = new Context(this);
        },
        Private: {
            __allKeyUp: function () {
                return window.keyState[keyCodeMap.A] === false && window.keyState[keyCodeMap.D] === false
                    && window.keyState[keyCodeMap.W] === false && window.keyState[keyCodeMap.S] === false;
            },
            __judgeAndSetDir: function () {
                if (window.keyState[keyCodeMap.A] === true) {
                    this.P__context.walkLeft();
                }
                else if (window.keyState[keyCodeMap.D] === true) {
                    this.P__context.walkRight();
                }
                else if (window.keyState[keyCodeMap.W] === true) {
                    this.P__context.walkUp();
                }
                else if (window.keyState[keyCodeMap.S] === true) {
                    this.P__context.walkDown();
                }
            }
        },
        Public: {
            move: function () {
                this.P__context.move();
            },
            setDir: function () {
                if (this.moving) {
                    return;
                }

                if (this.__allKeyUp()) {
                    this.P__context.stand();
                }
                else {
                    this.__judgeAndSetDir();
                }
            }
        }
    });

    window.PlayerSprite = PlayerSprite;
}());

EnemySprite

(function () {
    var EnemySprite = YYC.Class(MoveSprite, {
        Init: function (data, bitmap) {
            this.base(data, bitmap);

            this.P__context = new Context(this);
        },
        Private: {
            ___findPath: function () {
                return window.findPath.aCompute(window.terrainData, this.___computeCurrentCoordinate(),
                    this.___computePlayerCoordinate()).path
            },
            ___computeCurrentCoordinate: function () {
                if (this.x % window.bomberConfig.WIDTH || this.y % window.bomberConfig.HEIGHT) {
                    throw new Error("当前坐标应该为方格尺寸的整数倍!");
                }

                return {
                    x: this.x / window.bomberConfig.WIDTH,
                    y: this.y / window.bomberConfig.HEIGHT
                };
            },
            ___computePlayerCoordinate: function () {
                return {
                    x: Math.floor(this.playerSprite.x / window.bomberConfig.WIDTH),
                    y: Math.floor(this.playerSprite.y / window.bomberConfig.HEIGHT)
                };
            },
            ___getAndRemoveTarget: function () {
                return this.path.shift();
            },
            ___judgeAndSetDir: function (target) {
                //当前坐标
                var current = this.___computeCurrentCoordinate();

                //判断要移动的方向,调用相应的方法
                if (target.x > current.x) {
                    this.P__context.walkRight();
                }
                else if (target.x < current.x) {
                    this.P__context.walkLeft();
                }
                else if (target.y > current.y) {
                    this.P__context.walkDown();
                }
                else if (target.y < current.y) {
                    this.P__context.walkUp();
                }
                else {
                    this.P__context.stand();
                }
            }
        },
        Public: {
            //寻找的路径
            path: [],
            playerSprite: null,

            collideWidthPlayer : function(sprite2){
                var rect1=this.getCollideRect();
                var rect2=sprite2.getCollideRect();

                //如果碰撞,则抛出异常
                if (rect1 && rect2 && !(rect1.x1 >= rect2.x2 || rect1.y1 >= rect2.y2 || rect1.x2 <= rect2.x1 || rect1.y2 <= rect2.y1)) {
                    throw new Error();
                }
            },
            setPlayerSprite: function (sprite) {
                this.playerSprite = sprite;
            },
            move: function () {
                this.P__context.move();
            },
            setDir: function () {

                //如果正在移动或者找不到路径,则返回
                if (this.moving || this.path === false) {
                    return;
                }

                this.___judgeAndSetDir(this.___getAndRemoveTarget());
            },
            getPath: function () {
                if (this.moving) {
                    return;
                }

                if (this.path.length == 0) {
                    this.path = this.___findPath();
                }
            }
        }
    });

    window.EnemySprite = EnemySprite;
}());
View Code

将Bitmap注入到Sprite中

反思Sprite类,发现在getCollideRect方法中,使用了图片的宽度和高度:

          getCollideRect: function () {
                if (this.currentAnim) {
                    var f = this.currentAnim.getCurrentFrame();
                    return {
                        x1: this.x,
                        y1: this.y,
                        x2: this.x + f.imgWidth,
                        y2: this.y + f.imgHeight
                    }
                }
            },

此处图片的宽度和高度是从FrameData中读取的:

    var getFrames = (function () {
...
            imgWidth = bomberConfig.player.IMGWIDTH,
            imgHeight = bomberConfig.player.IMGHEIGHT;
...

图片的宽度和高度属于图片信息,应该都放到Bitmap类中!

在创建精灵实例时,将图片的宽度和高度包装到Bitmap中,并注入到精灵类中:

SpriteFactory

(function () {
    var spriteFactory = {
        createPlayer: function () {
            return new PlayerSprite(getSpriteData("player"), bitmapFactory.createBitmap({ img: window.imgLoader.get("player"), width: bomberConfig.player.IMGWIDTH, height: bomberConfig.player.IMGHEIGHT }));
        },
        createEnemy: function () {
            return new EnemySprite(getSpriteData("enemy"), bitmapFactory.createBitmap({ img: window.imgLoader.get("enemy"), width: bomberConfig.player.IMGWIDTH, height: bomberConfig.player.IMGHEIGHT }));
        }
    }

    window.spriteFactory = spriteFactory;
}());

然后在getCollideRect方法中改为读取Bitmap实例引用的宽度和高度:

Sprite

Init: function (data, bitmap) {
    this.bitmap = bitmap;
...
},
...
bitmap: null,
...
getCollideRect: function () {
    return {
        x1: this.x,
        y1: this.y,
        x2: this.x + this.bitmap.width,
        y2: this.y + this.bitmap.height
    }
},

领域模型 

删除data -> frames.js中的imgWidth、imgHeight

现在FrameData中的imgWidth、imgHeight是多余的了,应该将其删除。

增加MapElementSprite

增加地图元素精灵类,它拥有图片Bitmap的实例。其中,地图的一个单元格就是一个地图元素精灵类。

为什么增加?

1、可以在创建MapLayer元素时,元素由bitmap改为精灵类,这样x、y属性就可以从bitmap移到精灵类中了.
2、精灵类包含动画,方便后期增加动态地图。

它的父类为Sprite还是MoveSprite?

因为MapElementSprite不属于“移动”语义,且它与MoveSprite没有相同的模式,所以它应该继承于Sprite。

领域模型

相关代码

MapElementSprite

(function () {
    var MapElementSprite = YYC.Class(Sprite, {
        Init: function (data, bitmap) {
            this.base(data, bitmap);
        },
        Protected: {
        },
        Private: {
        },
        Public: {
            draw: function (context) {
                context.drawImage(this.bitmap.img, this.x, this.y, this.bitmap.width, this.bitmap.height);
            },
            clear: function (context) {//直接清空画布区域
                context.clearRect(0, 0, bomberConfig.canvas.WIDTH, bomberConfig.canvas.HEIGHT);
            }
        }
    });

    window.MapElementSprite = MapElementSprite;
}());

MapLayer

(function () {
    var MapLayer = YYC.Class(Layer, {
        Init: function () {
        },
        Private: {
            ___canvasBuffer: null,
            ___contextBuffer: null,

            ___getCanvasBuffer: function () {
                //缓冲的canvas也要在html中创建并设置width、height!
                this.___canvasBuffer = document.getElementById("mapLayerCanvas_buffer");
            },
            ___getContextBuffer: function () {
                this.___contextBuffer = this.___canvasBuffer.getContext("2d");
            },
            ___drawBuffer: function () {
                this.P__iterator("draw", this.___contextBuffer);
            }
        },
        Public: {
            setCanvas: function () {
                this.P__canvas = document.getElementById("mapLayerCanvas");
                
                var css = {
                    "position": "absolute",
                    "top": bomberConfig.canvas.TOP,
                    "left": bomberConfig.canvas.LEFT,
                    "border": "1px solid blue",
                    "z-index": 0
                };

                $("#mapLayerCanvas").css(css);
                //缓冲canvas的css也要设置!
                $("#mapLayerCanvas_buffer").css(css);
            },
            init: function(){
                //*双缓冲

                //获得缓冲canvas
                this.___getCanvasBuffer();
                //获得缓冲context
                this.___getContextBuffer();

                this.base();
            },


            draw: function () {
                this.___drawBuffer();

                this.P__context.drawImage(this.___canvasBuffer, 0, 0);

            },
            clear: function () {
                this.___contextBuffer.clearRect(0, 0, bomberConfig.canvas.WIDTH, bomberConfig.canvas.HEIGHT);
                this.P__context.clearRect(0, 0, bomberConfig.canvas.WIDTH, bomberConfig.canvas.HEIGHT);
            },
            render: function () {
                if (this.P__isChange()) {
                    this.clear();
                    this.draw();
                    this.P__setStateNormal();
                }
            }
        }
    });

    window.MapLayer = MapLayer;
}());
View Code

重构Bitmap

删除Bitmap的x、y属性。

现在Bitmap的x、y属性用于保存地图图片的坐标。现在坐标保存在地图精灵类中了,故Bitmap中多余的x、y属性。

相关代码

Bitmap

(function () {
    var Bitmap = YYC.Class({
        Init: function (data) {
            this.img = data.img;
            this.width = data.width;
            this.height = data.height;
        },
        Private: {
        },
        Public: {
            img: null,
            width: 0,
            height: 0
        }
    });

    window.Bitmap = Bitmap;
}());

重构LayerManager

LayerManager本来的职责为“负责层的逻辑”,但是我认为LayerManager的职责应该为“负责层的统一操作”,它应该为一个键-值集合类,它的元素应该为Layer的实例。

因此对LayerManager进行重构:

  • 将change的判断移到具体的Layer中

由Layer类应该负责自己状态的维护。

  • 将createElement放到Game中

创建层内元素createElement这个职责应该放到调用LayerManager的客户端,即Game类中。在Game中还要负责创建LayerManager、创建Layer。

  • 增加Hash

增加一个Hash类,它实现键-值集合的通用操作,然后让LayerManager继承于Hash,使之成为集合类。

为什么使用Hash类,而不是使用Collection类(数组集合类)

功能上分析:

因为LayerManager集合的元素为Layer实例,而每一个层的实例都是唯一的,即如PlayerLayer实例只有一个,不会有二个PlayerLayer实例。因此,使用Hash结构,可以通过key获得LayerManager集合中的每个元素。

Hash的优势:

Hash结构不需要知道LayerManager集合装入Layer实例的顺序,通过key值就可以唯一获得元素;而Collection结构(数组结构)需要知道装入顺序。

领域模型

相关代码

LayerManager、PlayerLayerManager、EnemyLayerManager、MapLayerManager重构前:

(function () {

    //* 父类

    var LayerManager = YYC.AClass({
        Init: function (layer) {
            this.layer = layer;
        },
        Private: {
        },
        Public: {
            layer: null,

            addElement: function (element) {
                var i = 0,
                    len = 0;

                for (i = 0, len = element.length; i < len; i++) {
                    this.layer.appendChild(element[i]);
                }
            },
            render: function () {
                this.layer.render();
            },
            Virtual: {
                initLayer: function () {
                    this.layer.setCanvas();
                    this.layer.init();
                    this.layer.change();
                }
            }
        },
        Abstract: {
            createElement: function () { },
            change: function () { }
        }
    });


    //*子类

    var MapLayerManager = YYC.Class(LayerManager, {
        Init: function (layer) {
            this.base(layer);
        },
        Private: {
            __getMapImg: function (i, j, mapData) {
                var img = null;

                switch (mapData[i][j]) {
                    case 1:
                        img = window.imgLoader.get("ground");
                        break;
                    case 2:
                        img = window.imgLoader.get("wall");
                        break;
                    default:
                        break
                }

                return img;
            }
        },
        Public: {
            //创建并设置每个地图单元bitmap,加入到元素数组中并返回。
            createElement: function () {
                var i = 0,
                    j = 0,
                    x = 0,
                    y = 0,
                    row = bomberConfig.map.ROW,
                    col = bomberConfig.map.COL,
                    element = [],
                    mapData = mapDataOperate.getMapData(),
                    img = null;

                for (i = 0; i < row; i++) {
                    //注意!
                    //y为纵向height,x为横向width
                    y = i * bomberConfig.HEIGHT;

                    for (j = 0; j < col; j++) {
                        x = j * bomberConfig.WIDTH;
                        img = this.__getMapImg(i, j, mapData);

                        element.push(spriteFactory.createMapElement({ x: x, y: y }, bitmapFactory.createBitmap({ img: img, width: bomberConfig.WIDTH, height: bomberConfig.HEIGHT })));
                    }
                }

                return element;
            },
            change: function () {
            }
        }
    });


    var PlayerLayerManager = YYC.Class(LayerManager, {
        Init: function (layer) {
            this.base(layer);
        },
        Private: {
            __keyDown: function () {
                if (keyState[keyCodeMap.A] === true || keyState[keyCodeMap.D] === true
                    || keyState[keyCodeMap.W] === true || keyState[keyCodeMap.S] === true) {
                    return true;
                }
                else {
                    return false;
                }
            },
            __spriteMoving: function () {
                return this.layer.getChildAt(0).moving
            },
            __spriteStand: function () {
                if (this.layer.getChildAt(0).stand) {
                    this.layer.getChildAt(0).stand = false;
                    return true;
                }
                else {
                    return false;
                }
            }
        },
        Public: {
            createElement: function () {
                var element = [],
                    player = spriteFactory.createPlayer();

                player.init();
                element.push(player);

                return element;
            },
            change: function () {
                if (this.__keyDown() || this.__spriteMoving() || this.__spriteStand()) {
                    this.layer.change();
                }
            }
        }
    });


    var EnemyLayerManager = YYC.Class(LayerManager, {
        Init: function (layer) {
            this.base(layer);
        },
        Private: {
        },
        Public: {
            initLayer: function (playerLayerManager) {
                this.layer.setCanvas();
                this.layer.init();
                this.layer.getPlayer(playerLayerManager.layer);
                this.layer.change();
            },
            createElement: function () {
                var element = [],
                    enemy = spriteFactory.createEnemy();

                enemy.init();
                element.push(enemy);

                return element;
            },

            collideWidthPlayer: function () {
                return this.layer.collideWidthPlayer();
            },
            change: function () {
                this.layer.change();
            }
        }
    });


    window.LayerManager = LayerManager;     //用于测试

    window.MapLayerManager = MapLayerManager;
    window.PlayerLayerManager = PlayerLayerManager;
    window.EnemyLayerManager = EnemyLayerManager;
}());
View Code

LayerManager重构后:

(function () {

    var LayerManager = YYC.Class(Hash, {
        Private: {
            __iterator: function (handler) {
                var args = Array.prototype.slice.call(arguments, 1),
                    i = null,
                    layers = this.getChilds();

                for (i in layers) {
                    if (layers.hasOwnProperty(i)) {
                        layers[i][handler].apply(layers[i], args);
                    }
                }
            }
        },
        Public: {
            addLayer: function (name, layer) {
                this.add(name, layer);
                return this;
            },
            getLayer: function (name) {
                return this.getValue(name);
            },
            initLayer: function () {
                this.__iterator("setCanvas");
                this.__iterator("init");
            },
            render: function () {
                this.__iterator("render");
            },
            change: function () {
                this.__iterator("change");
            }
        }
    });

    window.LayerManager = LayerManager;
}());

Hash

(function () {
    var Hash = YYC.AClass({
        Private: {
            //容器
            _childs: {}
        },
        Public: {
            getChilds: function () {
                return YYC.Tool.extend.extend({}, this._childs);
            },
            getValue: function (key) {
                return this._childs[key];
            },
            add: function (key, value) {
                this._childs[key] = value;
                return this;
            }
        }
    });

    window.Hash = Hash;
}());

Game

(function () {
    var Game = YYC.Class({
        Init: function () {
        },
        Private: {
            _pattern: null,
            _ground: null,
            _layerManager: null,

            _createLayerManager: function () {
                this._layerManager = new LayerManager();
                this._layerManager.addLayer("mapLayer", layerFactory.createMap());
                this._layerManager.addLayer("playerLayer", layerFactory.createPlayer(this.sleep));
                this._layerManager.addLayer("enemyLayer", layerFactory.createEnemy(this.sleep));
            },
            _addElements: function () {
                var mapLayerElements = this._createMapLayerElement(),
                    playerLayerElements = this._createPlayerLayerElement(),
                    enemyLayerElements = this._createEnemyLayerElement();

                this._layerManager.addElements("mapLayer", mapLayerElements);
                this._layerManager.addElements("playerLayer", playerLayerElements);
                this._layerManager.addElements("enemyLayer", enemyLayerElements);
            },
            //创建并设置每个地图方格精灵,加入到元素数组中并返回。
            _createMapLayerElement: function () {
                var i = 0,
                    j = 0,
                    x = 0,
                    y = 0,
                    row = bomberConfig.map.ROW,
                    col = bomberConfig.map.COL,
                    element = [],
                    mapData = mapDataOperate.getMapData(),
                    img = null;

                for (i = 0; i < row; i++) {
                    //注意!
                    //y为纵向height,x为横向width
                    y = i * bomberConfig.HEIGHT;

                    for (j = 0; j < col; j++) {
                        x = j * bomberConfig.WIDTH;
                        img = this._getMapImg(i, j, mapData);
                        element.push(spriteFactory.createMapElement({ x: x, y: y }, bitmapFactory.createBitmap({ img: img, width: bomberConfig.WIDTH, height: bomberConfig.HEIGHT })));
                    }
                }

                return element;
            },
            _getMapImg: function (i, j, mapData) {
                var img = null;

                switch (mapData[i][j]) {
                    case 1:
                        img = window.imgLoader.get("ground");
                        break;
                    case 2:
                        img = window.imgLoader.get("wall");
                        break;
                    default:
                        break
                }

                return img;
            },
            _createPlayerLayerElement: function () {
                var element = [],
                    player = spriteFactory.createPlayer();

                player.init();
                element.push(player);

                return element;
            },
            _createEnemyLayerElement: function () {
                var element = [],
                    enemy = spriteFactory.createEnemy();

                enemy.init();
                element.push(enemy);

                return element;
            },
            _initLayer: function () {
                this._layerManager.initLayer();
                this._layerManager.getLayer("enemyLayer").getPlayer(this._layerManager.getLayer("playerLayer"));
            },
            _initEvent: function () {
                //监听整个document的keydown,keyup事件
                keyEventManager.addKeyDown();
                keyEventManager.addKeyUp();
            }
        },
        Public: {
            context: null,
            sleep: 0,
            x: 0,
            y: 0,
            mainLoop: null,

            init: function () {
                this.sleep = Math.floor(1000 / bomberConfig.FPS);
                this._createLayerManager();
                this._addElements();
                this._initLayer();
                this._initEvent();
            },
            start: function () {
                var self = this;

                this.mainLoop = window.setInterval(function () {
                    self.run();
                }, this.sleep);
            },
            run: function () {
                if (this._layerManager.getLayer("enemyLayer").collideWidthPlayer()) {
                    clearInterval(this.mainLoop);
                    alert("Game Over!");
                    return;
                }
                this._layerManager.render();
                this._layerManager.change();
            }
        }
    });

    window.Game = Game;
}());
View Code

本文最终领域模型

查看大图

高层划分

新增包

  • 算法包
    FindPath
  • 精灵抽象包
    Sprite
  • 哈希集合包
    Hash

删除包

  • 层管理实现包
    经过本文重构后,去掉了PlayerLayerManager等子类,只保留了LayerManager类。因此去掉层管理实现包。

层、包

重构

将集合包重命名为数组集合包

“层”这个层级的集合包的命名太广泛了,应该具体化为数组集合包,这样才不至于与哈希集合包混淆。

将哈希集合包和数组集合包合并为集合包

哈希集合包与数组集合包都属于集合,因此应该合并为集合包,然后将集合包放到辅助逻辑层。

提出抽象包

  分析

封闭性:

层抽象包、精灵抽象包位于同一个层面(抽象层面),会对同一种性质的变化共同封闭。

如精灵抽象类(精灵抽象包)发生变化,可能会引起层抽象类的变化。

重用性:

两者相互关联。

两者为抽象类,具有通用性。

可以一起被重用。

   结论

因此,将层抽象包、精灵抽象包合并成抽象包,并放到辅助逻辑层。

将集合包也合并到抽象包中

抽象包与集合包有依赖关系,但实际上只是抽象包中的层抽象类与集合包有依赖,精灵抽象类与集合包没有管理,因此违反了共用重用原则CRP。

考虑到集合包也具有的通用性,将其也合并到抽象包中:

提出人物包、地图包

层和精灵都包含人物(精灵中为移动)、地图的概念,人物层与移动精灵、地图层与地图元素精灵联系紧密。

  分析

封闭性:

层实现包与精灵实现包违反了共同封闭原则CCP。如地图发生变化时,只会引起地图层和地图元素精灵的变化,而不会引起人物层和移动精灵的变化。

重用性:

层实现包与精灵实现包中,人物层与地图层、移动精灵与地图元素精灵没有关联,因此违反了共同重用原则CRP。

因此,分离出人物包、地图包,并将层、精灵这两个层合并为实现层:

  状态类放到哪

状态类与属于人物包的玩家精灵类和敌人精灵类紧密关联,因此应该放到人物包中。

  MoveSprite、CharacterLayer应不应该放到抽象包中

MoveSprite、CharacterLayer是抽象类,但是它们与具体的人物实现密切相关(因为它们是从人物实现类PlayerSprite和EnemySprite、PlayerLayer和EnemyLayer提取共同模式而形成的父类)。因此,它们应该放到人物实现包中。

本文最终层、包

对应领域模型

  • 辅助操作层
    • 控件包
      PreLoadImg
    • 配置包
      Config
  • 用户交互层
    • 入口包
      Main
  • 业务逻辑层
    • 辅助逻辑
      • 工厂包
        BitmapFactory、LayerFactory、SpriteFactory
      • 事件管理包
        KeyState、KeyEventManager
      • 抽象包
        Layer、Sprite、Hash、Collection
    • 游戏主逻辑
      • 主逻辑包
        Game
    • 层管理
      • 层管理包
        LayerManager
    • 实现
      • 人物实现包
        PlayerLayer、MoveSprite、PlayerSprite、EnemySprite、CharacterLayer、PlayerLayer、EnemyLayer、Context、PlayerState、WalkState、StandState、WalkState_X、WalkState_Y、StandLeftState、StandRightState、StandUpState、StandDownState、WalkLeftState、WalkRightState、WalkUpState、WalkDownState
      • 地图实现包
        MapLayer、MapElementSprite
      • 算法包
        FindPath
      • 动画包
        Animation、GetSpriteData、SpriteData、GetFrames、FrameData
  • 数据操作层
    • 地图数据操作包
      MapDataOperate
    • 路径数据操作包
      GetPath
    • 图片数据操作包
      Bitmap
  • 数据层
    • 地图包
      MapData、TerrainData
    • 图片路径包
      ImgPathData

演示地址

演示地址

本文参考资料

A星算法

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posted @ 2013-10-20 22:56  杨元超  阅读(3646)  评论(2编辑  收藏  举报