摘要:另外一个与变量函数有关的约定是变量名函数名前加下横杠,表示这是私有变量函数,表达为没有赢也没有平局刚刚着棋的玩家赢了棋盘满了,且平局刚刚着棋的玩家,走棋无效,再走一次把球放到指定列。
最近在看一本书,里面提到js的模块化,觉得很有必要,所以记录下来
Game.js
/** * This is the main class that handles the game life cycle. It initializes * other components like Board and BoardModel, listens to the DOM events and * translates clicks to coordinates. * @param canvas the canvas object to use for drawing */ function Game(canvas) { this._boardRect = null; this._canvas = canvas; this._ctx = canvas.getContext("2d"); this._boardModel = new BoardModel();//实例化类 this._boardRenderer = new boardRenderer(this._ctx, this._boardModel); this.handleResize(); } _h = Game.prototype; /** * Handles the click (or tap) on the Canvas. Translates the canvas coordinates * into the column of the game board and makes the next turn in that column * @param x the x coordinate of the click or tap * @param y the y coordinate of the click or tap */ _h.handleClick = function(x, y) { // 获取列的索引 var column = Math.floor((x - this._boardRect.x)/this._boardRect.cellSize); //生成回合并检查结果 var turn = this._boardModel.makeTurn(column); // 如果回合有效,更新游戏盘并绘制新球 if (turn.status != BoardModel.ILLEGAL_TURN) { this._boardRenderer.drawToken(turn.x, turn.y); } // Do we have a winner after the last turn? if (turn.status == BoardModel.WIN) { // Tell the world about it and reset the board for the next game alert((turn.piece == BoardModel.RED ? "red" : "green") + " won the match!"); this._reset(); } // If we have the draw, do the same if (turn.status == BoardModel.DRAW) { alert("It is a draw!"); this._reset(); } }; /** * Reset the _boardModel and redraw the board. */ _h._reset = function() { this._clearCanvas(); this._boardModel.reset(); this._boardRenderer.repaint(); }; /** * Called when the screen has resized. In this case we need to calculate * new size and position for the game board and repaint it. */ _h.handleResize = function() { this._clearCanvas(); this._boardRect = this._getBoardRect();//拿到画棋盘的3个重要参数 this._boardRenderer.setSize(this._boardRect.x, this._boardRect.y, this._boardRect.cellSize); this._boardRenderer.repaint(); }; /** * Get the optimal position and the size of the board * @return the object that describes the optimal position and * size for the board: * { * x: the x of the top-left corner of the board * y: the y of the top-left corner of the board * cellSize: the optimal size of the cell (in pixels) * } */ _h._getBoardRect = function() { var cols = this._boardModel.getCols();//这个游戏的列数 var rows = this._boardModel.getRows();//这个游戏的行数 var cellSize = Math.floor(Math.min(this._canvas.width/cols, this._canvas.height/rows));//每个单元格的长 var boardWidth = cellSize*cols; var boardHeight = cellSize*rows; return { x: Math.floor((this._canvas.width - boardWidth)/2), y: Math.floor((this._canvas.height - boardHeight)/2), cellSize: cellSize } }; /** * 清除画布的方法居然是直接在画布上面画一个白色的矩形!不需要使用clearRect()... * 但是如果背景是一张图片,直接就可以用这个方法 */ _h._clearCanvas = function() { this._ctx.fillStyle = "white"; this._ctx.fillRect(0, 0, this._canvas.width, this._canvas.height); };
boardRenderer.js
/** * 这个类负责绘制,棋盘,球 * @param context the 2d context to draw at * @param model the BoardModel to take data from */ function boardRenderer(context,model){ this._ctx = context; this._model = model; //为方便保存 this._cols = model.getCols(); this._rows = model.getRows(); //游戏盘左上角的位置 this._x = 0; this._y = 0; //游戏盘矩形的宽度和高度 this.width = 0; this.height = 0; //游戏盘单元格的最佳大小 this._cellSize = 0; } _h = boardRenderer.prototype; /** * 重新绘制整个画板Repaints the whole board. */ _h.repaint = function() { this._ctx.save(); this._ctx.translate(this._x, this._y); this._drawBackground(); this._drawGrid(); this._ctx.restore(); for (var i = 0; i < this._cols; i++) { for (var j = 0; j < this._rows; j++) { this.drawToken(i, j); } } }; /** * 画背景 * */ _h._drawBackground = function(){ var ctx = this._ctx; //背景 var gradient = ctx.createLinearGradient(0,0,0,this._height); gradient.addColorStop(0,"#fffbb3"); gradient.addColorStop(1,"#f6f6b2"); ctx.fillStyle = gradient; ctx.fillRect(0,0,this._width,this._height); //绘制曲线 var co = this.width/6; ctx.strokeStyle = "#dad7ac"; ctx.fillStyle = "#f6f6b2"; //第一条曲线 ctx.beginPath(); ctx.moveTo(co, this._height); ctx.bezierCurveTo(this._width + co*3, -co, -co*3, -co, this._width - co, this._height); ctx.fill(); //第二条曲线 ctx.beginPath(); ctx.moveTo(co, 0); ctx.bezierCurveTo(this._width + co*3, this._height + co, -co*3, this._height + co, this._width - co, 0); ctx.fill(); } /** * 画网格. */ _h._drawGrid = function() { var ctx = this._ctx; ctx.beginPath(); //画横线 Drawing horizontal lines for (var i = 0; i <= this._cols; i++) { ctx.moveTo(i*this._cellSize + 0.5, 0.5); ctx.lineTo(i*this._cellSize + 0.5, this._height + 0.5) } //画竖线 Drawing vertical lines for (var j = 0; j <= this._rows; j++) { ctx.moveTo(0.5, j*this._cellSize + 0.5); ctx.lineTo(this._width + 0.5, j*this._cellSize + 0.5); } //给这些线描边 ctx.strokeStyle = "#CCC"; ctx.stroke(); }; /** * 在指定的地方画上指定颜色的标记 * @param cellX 单元格的x坐标 * @param cellY 单元格的y坐标 */ _h.drawToken = function(cellX, cellY) { var ctx = this._ctx; var cellSize = this._cellSize; var tokenType = this._model.getPiece(cellX, cellY); //如果单元格为空 if (!tokenType) return; var colorCode = "black"; switch(tokenType) { case BoardModel.RED: colorCode = "red"; break; case BoardModel.GREEN: colorCode = "green"; break; } //标记的圆心位置 var x = this._x + (cellX + 0.5)*cellSize; var y = this._y + (cellY + 0.5)*cellSize; ctx.save(); ctx.translate(x, y); //标记的半径 var radius = cellSize*0.4; //渐变的中心 var gradientX = cellSize*0.1; var gradientY = -cellSize*0.1; var gradient = ctx.createRadialGradient( gradientX, gradientY, cellSize*0.1, // 内圆 (炫光) gradientX, gradientY, radius*1.2); // 外圆 gradient.addColorStop(0, "yellow"); // “光线”的颜色 gradient.addColorStop(1, colorCode); // 标记的颜色 ctx.fillStyle = gradient; ctx.beginPath(); ctx.arc(0, 0, radius, 0, 2*Math.PI, true); ctx.fill(); ctx.restore(); }; /** * Sets the new position and size for the board. Should call repaint to * see the changes * @param x the x coordinate of the top-left corner * @param y the y coordinate of the top-left corner * @param cellSize optimal size of the cell in pixels */ _h.setSize = function(x, y, cellSize) { this._x = x; this._y = y; this._cellSize = cellSize; this._width = this._cellSize*this._cols; this._height = this._cellSize*this._rows; };
boardModel.js
/** * 这个类是负责保存/验证/返回当前游戏的状态 * 如当前的玩家是谁、每个单元格放的是什么球、 * 是不是谁赢了 * @param cols number of columns in the board * @param rows number of rows in the board */ function BoardModel(cols, rows) { this._cols = cols || 7; this._rows = rows || 6; this._data = [];//用于记录游戏当前的游戏状态——每个格子有什么球 this._currentPlayer = BoardModel.RED; this._totalTokens = 0; this.reset(); } /** * 0代表单元格为空,1代表单元格有红色球,2代表单元格有绿色球 * 因为怕以后忘记这些数字代表什么,干脆把数字存到常量里,代码看起来易懂, * 但是这么多字,前端的js不是应该越短越好吗!? * ps.变量名全大写表示这是常量,这是一个js程序员之间的约定,表达为 CAPITAL_CASED。 * 另外一个与变量(函数)有关的约定是:变量名(函数名)前加"_"下横杠,表示这是私有变量(函数),表达为 _underlinePrivateVariables */ BoardModel.EMPTY = 0; BoardModel.RED = 1; BoardModel.GREEN = 2; /** * Game state after the turn */ BoardModel.NONE = 0; // 没有赢也没有平局 BoardModel.WIN = 1; //刚刚着棋的玩家赢了 BoardModel.DRAW = 2; // 棋盘满了,且平局 BoardModel.ILLEGAL_TURN = 3; // 刚刚着棋的玩家,走棋无效,再走一次 _h = BoardModel.prototype; /** * Resets the game board into the initial state: the * board is empty and the starting player is RED. */ _h.reset = function() { this._data = []; for (var i = 0; i < this._rows; i++) { this._data[i] = []; for (var j = 0; j < this._cols; j++) { this._data[i][j] = BoardModel.EMPTY; } } this._currentPlayer = BoardModel.RED; this._totalTokens = 0; }; /** * 把球放到指定列。 Board model itself takes care of * tracking the current player. * @param column the index of the column * @param piece the ID of the piece (RED or YELLOW) * @return the object { * status: win condition * x: the x coordinate of the new turn (undefined if turn was illegal) * y: the y coordinate of the new turn (undefined if turn was illegal) * piece: piece id (RED or GREEN) * } */ _h.makeTurn = function(column) { //正在放的球的颜色 The color of the piece that we"re dropping var piece = this._currentPlayer; //检查这一列是否可以放球 if (column < 0 || column >= this._cols) { return { status: BoardModel.ILLEGAL_TURN } } //检查这一列上有空行没,如果没有,则这回合无效 var row = this._getEmptyRow(column); if (row == -1) { return { status: BoardModel.ILLEGAL_TURN } } //放置球 this._totalTokens++; this._data[row][column] = piece; // 更换玩家 this._toggleCurrentPlayer(); // 返回回合成功的消息,包括新的游戏状态:none——可以继续游戏、win、draw return { status: this._getGameState(column, row), x: column, y: row, piece: piece } }; _h.getPiece = function(col, row) { return this._data[row][col]; }; /** * 返回这个游戏有多少列 */ _h.getCols = function() { return this._cols; }; /** * 返回这个游戏有多少行 */ _h.getRows = function() { return this._rows; }; /** * 返回指定列是否有空行,如果没有 return -1. * @param column the column index */ _h._getEmptyRow = function(column) { for (var i = this._rows - 1; i >= 0; i--) { if (!this.getPiece(column, i)) { return i; } } return -1; }; /** * Checks for the win condition, checks how many pieces of the same color are in each * possible row: horizontal, vertical or both diagonals. * @param column the column of the last move * @param row the row of the last move * @return the game state after this turn: * NONE if the state wasn"t affected * WIN if current player won the game with the last turn * DRAW if there"s no emty cells in the board left */ _h._getGameState = function(column, row) { if (this._totalTokens == this._cols*this._rows) return BoardModel.DRAW; for (var deltaX = -1; deltaX < 2; deltaX++) { for (var deltaY = -1; deltaY < 2; deltaY++) { if (deltaX == 0 && deltaY == 0) continue; var count = this._checkWinDirection(column, row, deltaX, deltaY) + this._checkWinDirection(column, row, -deltaX, -deltaY) + 1; if (count >= 4) { return BoardModel.WIN; } } } return BoardModel.NONE; }; /** * Calculates the number of pieces of the same color in the given direction, starting * fromt the given point (last turn) * @param column starting column * @param row starting row * @param deltaX the x direction of the check * @param deltaY the y direction of the check */ _h._checkWinDirection = function(column, row, deltaX, deltaY) { var pieceColor = this.getPiece(column, row); var tokenCounter = 0; var c = column + deltaX; var r = row + deltaY; while(c >= 0 && r >= 0 && c < this._cols && r < this._rows && this.getPiece(c, r) == pieceColor) { c += deltaX; r += deltaY; tokenCounter++; } return tokenCounter; }; /** * 切换当前玩家 - from red to green and back. */ _h._toggleCurrentPlayer = function() { this._currentPlayer = (this._currentPlayer==BoardModel.RED)?BoardModel.GREEN:BoardModel.RED; /*if (this._currentPlayer == BoardModel.RED) this._currentPlayer = BoardModel.GREEN; else this._currentPlayer = BoardModel.RED;*/ };
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