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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.