游戏开发模式一:组件模式(Component)
软件设计模式告诉我们,程序中不同的领域要保持隔离,也就是解耦。所以,我们不希望AI,物理引擎,渲染引擎,声音引擎,还有其他的事情影响到彼此,不能把他们放到同一个类里。
下面是一个反例:
if (collidingWithFloor() && (getRenderState() != INVISIBLE))
{
playSound(HIT_FLOOR);
}
如果有人要修改这段代码,那么他就需要查看物理,绘图,和声音的代码以保证不会出错。更糟糕的情况是,你可能需要修改其他部分的代码!
解决的办法:
我们可以吧不同的领域分割城不同的组件,谈后需要的时候持有这些组件的实例,例如 InputComponent。
再看一个难一点的例子:
class Bjorn
{
public:
void update(World& world, Graphics& graphics)
{
// Apply user input to hero's velocity.
switch (Controller::getJoystickDirection())
{
case DIR_LEFT: velocity_ -= WALK_ACCELERATION; break;
case DIR_RIGHT: velocity_ += WALK_ACCELERATION; break;
}
// Modify position by velocity.
x_ += velocity_;
world.resolveCollision(volume_, x_, y_, velocity_);
// Draw the appropriate sprite.
Sprite* sprite = &spriteStand_;
if (velocity_ < 0) sprite = &spriteWalkLeft_;
else if (velocity_ > 0) sprite = &spriteWalkRight_;
graphics.draw(*sprite, x_, y_);
}
private:
static const int WALK_ACCELERATION = 1;
int velocity_;
int x_, y_;
Volume volume_;
Sprite spriteStand_;
Sprite spriteWalkLeft_;
Sprite spriteWalkRight_;
};
Bjorn 有一个 update()方法每一帧被调用一次。它获取determine来决定方向,谈后他用物理引擎来处理位置,最后,它把Bjørn绘制到屏幕上。可以看到这里其实只做了很少的事情,但是却显得很复杂。
分割不同的领域:
首先让我们把input分离:
class InputComponent { public: void update(Bjorn& bjorn) { switch (Controller::getJoystickDirection()) { case DIR_LEFT: bjorn.velocity -= WALK_ACCELERATION; break; case DIR_RIGHT: bjorn.velocity += WALK_ACCELERATION; break; } } private: static const int WALK_ACCELERATION = 1; };
Bjorn的变化:
class Bjorn
{
public:
int velocity;
int x, y;
virtual void update(World& world, Graphics& graphics)
{
input_.update(*this);
// Modify position by velocity.
x += velocity;
world.resolveCollision(volume_, x, y, velocity);
// Draw the appropriate sprite.
Sprite* sprite = &spriteStand_;
if (velocity < 0) sprite = &spriteWalkLeft_;
else if (velocity > 0) sprite = &spriteWalkRight_;
graphics.draw(*sprite, x, y);
}
private:
InputComponent input_;
Volume volume_;
Sprite spriteStand_;
Sprite spriteWalkLeft_;
Sprite spriteWalkRight_;
};
然后我们把其他的组件都分离:
class PhysicsComponent
{
public:
void update(Bjorn& bjorn, World& world)
{
bjorn.x += bjorn.velocity;
world.resolveCollision(volume_, bjorn.x, bjorn.y, bjorn.velocity);
}
private:
Volume volume_;
};
class GraphicsComponent
{
public:
void update(Bjorn& bjorn, Graphics& graphics)
{
Sprite* sprite = &spriteStand_;
if (bjorn.velocity < 0) sprite = &spriteWalkLeft_;
else if (bjorn.velocity > 0) sprite = &spriteWalkRight_;
graphics.draw(*sprite, bjorn.x, bjorn.y);
}
private:
Sprite spriteStand_;
Sprite spriteWalkLeft_;
Sprite spriteWalkRight_;
};
现在Bjorn变得很简洁:
class Bjorn
{
public:
int velocity;
int x, y;
virtual void update(World& world, Graphics& graphics)
{
input_.update(*this);
physics_.update(*this, world);
graphics_.update(*this, graphics);
}
private:
InputComponent input_;
PhysicsComponent physics_;
GraphicsComponent graphics_;
};
现在我们已经把不同的组件都分开了,但是Bjorn依然知道这些行为的具体实现。我们将把我们的组件隐藏在借口背后,这样就需要把InputComponent变成一个抽象类:
class InputComponent
{
public:
virtual void update(Bjorn& bjorn) = 0;
};
然后实现它:
class PlayerInputComponent : public InputComponent
{
public:
virtual void update(Bjorn& bjorn)
{
switch (Controller::getJoystickDirection())
{
case DIR_LEFT: bjorn.velocity -= WALK_ACCELERATION; break;
case DIR_RIGHT: bjorn.velocity += WALK_ACCELERATION; break;
}
}
private:
static const int WALK_ACCELERATION = 1;
};
我们将持有一个InputComponent的指针,
class Bjorn
{
public:
int velocity;
int x, y;
Bjorn(InputComponent* input)
: input_(input)
{}
virtual void update(World& world, Graphics& graphics)
{
input_->update(*this);
physics_.update(*this, world);
graphics_.update(*this, graphics);
}
private:
InputComponent* input_;
PhysicsComponent physics_;
GraphicsComponent graphics_;
};
现在我们可以传入一个InputComponent来实例化Bjorn:
Bjorn* bjorn = new Bjorn(new PlayerInputComponent());
来看看InputComponent的另一个实现:
class DemoInputComponent : public InputComponent
{
public:
virtual void update(Bjorn& bjorn)
{
// AI to automatically control Bjorn...
}
};
好了,最后让我们看看最简介的一般实现:
我们有两个component:
class PhysicsComponent
{
public:
virtual void update(GameObject& obj, World& world) = 0;
};
class GraphicsComponent
{
public:
virtual void update(GameObject& obj, Graphics& graphics) = 0;
};
一个GameObject:
class GameObject
{
public:
int velocity;
int x, y;
GameObject(InputComponent* input,
PhysicsComponent* physics,
GraphicsComponent* graphics)
: input_(input),
physics_(physics),
graphics_(graphics)
{}
virtual void update(World& world, Graphics& graphics)
{
input_->update(*this);
physics_->update(*this, world);
graphics_->update(*this, graphics);
}
private:
InputComponent* input_;
PhysicsComponent* physics_;
GraphicsComponent* graphics_;
};
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