大熊猫猪·侯佩原创或翻译作品.欢迎转载,转载请注明出处.
如果觉得写的不好请多提意见,如果觉得不错请多多支持点赞.谢谢! hopy ;)
在RPG游戏项目的GameSpace类中原来有一个方法:
-(instancetype)initWithGameScene:(GameScene *)gameScene mapname:(Nsstring*)mapname;
功能主要为用指定的地图初始化游戏空间布局,后来由于使用方便的原因,增加了一个类似的方法:
-(instancetype)initWithGameScene:(GameScene *)gameScene mapname:(Nsstring *)mapname spawnAtTilePos:(CGPoint)tilePoint;
该方法比原来的方法仅仅多了一个参数,用来初始化player出现在地图场景中的瓦块位置.
这样就出现了功能类似的2个方法,这势必造成代码的重复,会对将来的代码修改带来非常坏的影响,所以今天我们就想办法对其重构.
首先我们将第一个方法前面的几行代码提炼出去,形成一个新的方法:
-(voID)instancePreInit:(GameScene*)gameScene mapname:(Nsstring*)mapname{ _vIEwSize = [CCDirector sharedDirector].vIEwSize; _gameScene = gameScene; _tiledMap = [CCTiledMap tiledMapWithfile:mapname]; _tiledMap.anchorPoint = ccp(0,0); [self addChild:_tiledMap]; _mh = [[MapHelper alloc]initWithGameScene:gameScene andTiledMap:_tiledMap]; CCTiledMapLayer *barrIErLayer = [_tiledMap layernamed:@"barrIErLayer"]; barrIErLayer.visible = NO; _objGroup = [_tiledMap objectGroupnamed:@"Objects"]; _gd = [GameData sharedInstance]; _bgLayer = [_tiledMap layernamed:@"BGLayer"]; NSAssert(_bgLayer,@"ERR:地图中没有_bgLayer层!!!");}
然后在2个方法中分别用该方法替换原有的代码:
-(instancetype)initWithGameScene:(GameScene *)gameScene mapname:(Nsstring *)mapname spawnAtTilePos:(CGPoint)tilePoint{ self = [super init]; if (self) { //原功能代码 [self instancePreInit:gameScene mapname:mapname]; //其他代码
另一个方法也类似,现在我们来处理后面的代码.
现在创建后续初始化方法,把以上两个方法的后半段代码抽取到其中:
-(voID)instanceSufInit:(CGPoint)spawnPos{ GameData *gd = [GameData sharedInstance]; Nsstring *classname = gd.players[0][@"playername"]; _panda = [GameCharacter gcWithname:classname wihtGameScene:_gameScene]; _panda.position = spawnPos; self.contentSize = [CCDirector sharedDirector].vIEwSize; [_bgLayer addChild:_panda z:50]; [self setPlayerFaceto]; if (gd.players.count > 1) { GameCharacter *followGC = nil; GameCharacter *targetGC = _panda; NSInteger maxFollowCount = MIN(2,gd.players.count-1); for (int i = 1; i <= maxFollowCount; i++) { classname = gd.players[i][@"playername"]; followGC = [GameCharacter gcWithname:classname wihtGameScene:_gameScene]; [_bgLayer addChild:followGC]; [followGC follow:targetGC]; targetGC = followGC; } } self.userInteractionEnabled = YES; _walkableTiles = [NSMutableArray array]; [self initWalkableTiles]; _npcArray = [NSMutableArray array]; _interactThingAry = [NSMutableArray array]; _followAry = [NSMutableArray array];}
但是在第一个方法中,对瓦块坐标要做一些修正以居中在瓦块显示,但在第二个方法中不需要修正,所以先要将这点重构之然后再调用后缀方法:
CGPoint spawnPos = [self getPlayerSpawnPos]; spawnPos = [_mh centerObjectsPos:spawnPos]; [self instanceSufInit:spawnPos];
第二个方法重构后的代码如下:
CGPoint spawnPos = [_mh positionForTilePos:tilePoint];[self instanceSufInit:spawnPos];
现在2个方法共享同样的前缀和后缀方法,也消除了冗余代码,我们就这样完成了本次重构.
总结以上是内存溢出为你收集整理的Cocos2D两个方法的重构一例全部内容,希望文章能够帮你解决Cocos2D两个方法的重构一例所遇到的程序开发问题。
如果觉得内存溢出网站内容还不错,欢迎将内存溢出网站推荐给程序员好友。
欢迎分享,转载请注明来源:内存溢出
评论列表(0条)