代码重构-以贪吃蛇为示例(二)-分离入口、内部类,抽离函数

 面对这么乱的代码,第一步就是把想关性不太大的部分抽离出去。具体操作:

 

  1. Direction类可以从原来文件中取出,放到同一个包下;
  2. 将main函数提出,放到GameLauncher.java中;
  3. 将原来的Game类改为GamePanel,作为游戏的面板;

 

那么现在我们有三个文件:GameLauncher(启动程序),GamePanel(程序面板),Direction(方向类,作为工具)。

 

 

接下来我们要抽离函数。

 

首先构造函数:

 

	public GamePanel ()
	{

		keyMap.put(KeyEvent.VK_UP, Direction.UP);
		keyMap.put(KeyEvent.VK_DOWN, Direction.DOWM);
		keyMap.put(KeyEvent.VK_LEFT, Direction.LEFT);
		keyMap.put(KeyEvent.VK_RIGHT, Direction.RIGHT);
		Point p = new Point(random.nextInt(tableWidth - initsnakeLenght >> 1) + initsnakeLenght,
				random.nextInt(tableHeight - initsnakeLenght >> 1) + initsnakeLenght);
		snake.add(p);
		for (int i = 0; i < initsnakeLenght - 1; ++i)
		{
			p = direction.getPreviousPoint(p);
			snake.add(p);
		}

		/**
		 * 游戏主循环线程
		 */
		new Thread()
		{

			@Override
			public void run()
			{
				while (true)
				{
					if (System.currentTimeMillis() - crrTime > 500 / speed)
					{
						synchronized (GamePanel.class)
						{

							moveSnake();
							if (!checkSnack())
							{
								JOptionPane.showMessageDialog(null, "Game Over!");
								return;
							}
						}
						repaint();
						crrTime = System.currentTimeMillis();
					}

				}
			};
		}.start();
	}

 

 这里做了三个事情:初始化按键和方向的映射,初始化蛇的链表,开启游戏线程。其实还有一件事应该放在这里,就是初始化蛇的方向,我们作为第四件事。按照这个方式我们抽取4个函数:initKeyMap,initSnake,initGameLoop,getRandomDirection。

 

现在代码是这样:

 

 

	public GamePanel ()
	{
		initSnakeDirection();
		initKeyMap();
		initSnake();
		initGameLoop();
	}

	/**
	 * 初始化蛇运行方向
	 */
	private void initSnakeDirection()
	{
		direction = getRandomDirection();
	}

	/**
	 * 随机生成方向
	 * 
	 * @return 方向
	 */
	private Direction getRandomDirection()
	{
		return da[random.nextInt(4)];
	}

	/**
	 * 初始化游戏线程
	 */
	private void initGameLoop()
	{
		/**
		 * 游戏主循环线程
		 */
		new Thread()
		{

			@Override
			public void run()
			{
				while (true)
				{
					if (System.currentTimeMillis() - crrTime > 500 / speed)
					{
						synchronized (GamePanel.class)
						{

							moveSnake();
							if (!checkSnack())
							{
								JOptionPane.showMessageDialog(null, "Game Over!");
								return;
							}
						}
						repaint();
						crrTime = System.currentTimeMillis();
					}

				}
			};
		}.start();
	}

	/**
	 * 初始化蛇链表
	 */
	private void initSnake()
	{
		Point p = new Point(random.nextInt(tableWidth - initsnakeLenght >> 1) + initsnakeLenght,
				random.nextInt(tableHeight - initsnakeLenght >> 1) + initsnakeLenght);
		snake.add(p);
		for (int i = 0; i < initsnakeLenght - 1; ++i)
		{
			p = direction.getPreviousPoint(p);
			snake.add(p);
		}
	}

	/**
	 * 初始化按键和方向的映射
	 */
	private void initKeyMap()
	{
		keyMap.put(KeyEvent.VK_UP, Direction.UP);
		keyMap.put(KeyEvent.VK_DOWN, Direction.DOWM);
		keyMap.put(KeyEvent.VK_LEFT, Direction.LEFT);
		keyMap.put(KeyEvent.VK_RIGHT, Direction.RIGHT);
	}

 

 接下来是checkSnake

 

 

	/**
	 * 判断贪吃蛇是否撞墙或撞到自己
	 * 
	 * @return
	 */
	protected boolean checkSnack()
	{
		Point p = snake.getFirst();
		int x = p.x, y = p.y;
		if (x < 0 || x >= tableWidth || y < 0 || y >= tableHeight)
		{
			return false;
		}
		Iterator<Point> it = snake.iterator();
		it.next();
		while (it.hasNext())
		{
			Point pBody = it.next();
			if (p.equals(pBody))
			{
				return false;
			}
		}
		return true;
	}
 

 

这个函数做了两件事:检查是否碰到墙壁,检查是否和自己相撞。可以抽取两个函数 isAgainstWall和isAgainstSelf:

 

 

	/**
	 * 判断贪吃蛇是否撞墙或撞到自己
	 * 
	 * @return
	 */
	protected boolean checkSnack()
	{
		return !isAgainstWall() && !isAgainstSelf();
	}

	/**
	 * 判断蛇头是否撞到自己的身体,是则返回true,否返回false
	 * @return
	 */
	private boolean isAgainstSelf()
	{
		Point p = snake.getFirst();
		Iterator<Point> it = snake.iterator();
		it.next();
		while (it.hasNext())
		{
			Point pBody = it.next();
			if (p.equals(pBody))
			{
				return true;
			}
		}
		return false;
	}

	/**
	 * 判断蛇头是否撞到墙壁,是则返回true,否返回false
	 * @return
	 */
	private boolean isAgainstWall()
	{
		Point p = snake.getFirst();
		int x = p.x, y = p.y;
		return x < 0 || x >= tableWidth || y < 0 || y >= tableHeight;
	}

 

 

最后看一下paintComponent这复杂的大函数:

 

 

	/**
	 * 绘制图形
	 */
	@Override
	protected void paintComponent(Graphics g)
	{
		g.setColor(new Color(0x555555));
		g.clearRect(0, 0, tableWidth * sellSize, tableHeight * sellSize);
		for (int i = 0; i < tableWidth; i++)
		{
			for (int j = 0; j < tableHeight; ++j)
			{
				g.drawRect(i * sellSize, j * sellSize, sellSize, sellSize);
			}
		}
		g.setColor(new Color(0x3399cc));
		for (Point p : snake)
		{
			g.fillRect(p.x * sellSize, p.y * sellSize, sellSize, sellSize);
		}
		g.setColor(new Color(0x115599));
		Point p = snake.peek();
		g.fillRect(p.x * sellSize, p.y * sellSize, sellSize, sellSize);
		g.setColor(new Color(0xdd7744));
		g.fillRect(target.x * sellSize, target.y * sellSize, sellSize, sellSize);

	}

 

 首先清空一下画布,然后画了整个的表格(可以说是地图),花蛇身和蛇头,最后画目标点(也就是虫子)。

 

 

	/**
	 * 绘制图形
	 */
	@Override
	protected void paintComponent(Graphics g)
	{
		g.clearRect(0, 0, tableWidth * sellSize, tableHeight * sellSize);
		drawMap(g);
		drawSnake(g);
		drawTarget(g);
	}

	/**
	 * 绘制目标点(虫子)
	 * 
	 * @param g
	 *            画布
	 */
	private void drawTarget(Graphics g)
	{
		g.setColor(new Color(0xdd7744));
		g.fillRect(target.x * sellSize, target.y * sellSize, sellSize, sellSize);
	}

	/**
	 * 绘制蛇
	 * 
	 * @param g
	 *            画布
	 */
	private void drawSnake(Graphics g)
	{
		drawSnakeBody(g);
		drawSnakeHead(g);
	}

	/**
	 * 绘制蛇头
	 * 
	 * @param g
	 *            画布
	 */
	private void drawSnakeHead(Graphics g)
	{
		g.setColor(new Color(0x115599));
		Point p = snake.peek();
		g.fillRect(p.x * sellSize, p.y * sellSize, sellSize, sellSize);
	}

	/**
	 * 绘制蛇身
	 * 
	 * @param g
	 *            画布
	 */
	private void drawSnakeBody(Graphics g)
	{
		g.setColor(new Color(0x3399cc));
		for (Point p : snake)
		{
			g.fillRect(p.x * sellSize, p.y * sellSize, sellSize, sellSize);
		}
	}

	/**
	 * 绘制地图
	 * 
	 * @param g
	 *            画布
	 */
	private void drawMap(Graphics g)
	{
		g.setColor(new Color(0x555555));
		for (int i = 0; i < tableWidth; i++)
		{
			for (int j = 0; j < tableHeight; ++j)
			{
				g.drawRect(i * sellSize, j * sellSize, sellSize, sellSize);
			}
		}
	}

 

 

 

总体代码预览:

 

package snakes;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.HashMap;
import java.util.Iterator;
import java.util.LinkedList;
import java.util.Map;
import java.util.Random;

import javax.swing.JOptionPane;
import javax.swing.JPanel;

public class GamePanel extends JPanel implements KeyListener
{

	private static final long serialVersionUID = -7269846451378790762L;
	private static final Random random = new Random();

	/**
	 * 分数
	 */
	private int score = 0;
	/**
	 * 每一个单元格的尺寸,像素
	 */
	private final int sellSize = 20;
	/**
	 * 地图横向包含的单元格数
	 */
	private final int tableWidth = 30;
	/**
	 * 地图纵向包含的单元格数
	 */
	private final int tableHeight = 20;

	/**
	 * 贪吃蛇的点链表
	 */
	private final LinkedList<Point> snake = new LinkedList<Point>();
	private final Direction[] da =
	{ Direction.UP, Direction.DOWM, Direction.LEFT, Direction.RIGHT };
	private Direction direction;

	/**
	 * 虫子的位置
	 */
	private Point target = new Point(random.nextInt(tableWidth), random.nextInt(tableHeight));

	/**
	 * 贪吃蛇初始长度
	 */
	private final int initsnakeLenght = 3;

	private final Map<Integer, Direction> keyMap = new HashMap<Integer, Direction>();

	/**
	 * 移动速度
	 */
	private volatile long speed = 1;
	private volatile long crrTime = System.currentTimeMillis();

	public GamePanel ()
	{
		initSnakeDirection();
		initKeyMap();
		initSnake();
		initGameLoop();
	}

	/**
	 * 初始化蛇运行方向
	 */
	private void initSnakeDirection()
	{
		direction = getRandomDirection();
	}

	/**
	 * 随机生成方向
	 * 
	 * @return 方向
	 */
	private Direction getRandomDirection()
	{
		return da[random.nextInt(4)];
	}

	/**
	 * 初始化游戏线程
	 */
	private void initGameLoop()
	{
		/**
		 * 游戏主循环线程
		 */
		new Thread()
		{

			@Override
			public void run()
			{
				while (true)
				{
					if (System.currentTimeMillis() - crrTime > 500 / speed)
					{
						synchronized (GamePanel.class)
						{

							moveSnake();
							if (!checkSnack())
							{
								JOptionPane.showMessageDialog(null, "Game Over!");
								return;
							}
						}
						repaint();
						crrTime = System.currentTimeMillis();
					}

				}
			};
		}.start();
	}

	/**
	 * 初始化蛇链表
	 */
	private void initSnake()
	{
		Point p = new Point(random.nextInt(tableWidth - initsnakeLenght >> 1) + initsnakeLenght,
				random.nextInt(tableHeight - initsnakeLenght >> 1) + initsnakeLenght);
		snake.add(p);
		for (int i = 0; i < initsnakeLenght - 1; ++i)
		{
			p = direction.getPreviousPoint(p);
			snake.add(p);
		}
	}

	/**
	 * 初始化按键和方向的映射
	 */
	private void initKeyMap()
	{
		keyMap.put(KeyEvent.VK_UP, Direction.UP);
		keyMap.put(KeyEvent.VK_DOWN, Direction.DOWM);
		keyMap.put(KeyEvent.VK_LEFT, Direction.LEFT);
		keyMap.put(KeyEvent.VK_RIGHT, Direction.RIGHT);
	}

	/**
	 * 判断贪吃蛇是否撞墙或撞到自己
	 * 
	 * @return
	 */
	protected boolean checkSnack()
	{
		return !isAgainstWall() && !isAgainstSelf();
	}

	/**
	 * 判断蛇头是否撞到自己的身体,是则返回true,否返回false
	 * 
	 * @return
	 */
	private boolean isAgainstSelf()
	{
		Point p = snake.getFirst();
		Iterator<Point> it = snake.iterator();
		it.next();
		while (it.hasNext())
		{
			Point pBody = it.next();
			if (p.equals(pBody))
			{
				return true;
			}
		}
		return false;
	}

	/**
	 * 判断蛇头是否撞到墙壁,是则返回true,否返回false
	 * 
	 * @return
	 */
	private boolean isAgainstWall()
	{
		Point p = snake.getFirst();
		int x = p.x, y = p.y;
		return x < 0 || x >= tableWidth || y < 0 || y >= tableHeight;
	}

	@Override
	public void keyPressed(KeyEvent e)
	{}

	@Override
	public void keyReleased(KeyEvent e)
	{
		Direction newd = keyMap.get(e.getKeyCode());
		if (newd != null && direction.isAvailable(newd))
		{
			direction = newd;
			synchronized (GamePanel.class)
			{
				moveSnake();
				if (!checkSnack())
				{
					JOptionPane.showMessageDialog(null, "Game Over!");
					return;
				}
			}
			repaint();
			crrTime = System.currentTimeMillis();
		}
	}

	@Override
	public void keyTyped(KeyEvent e)
	{}

	/**
	 * 移动贪吃蛇,包括吃虫
	 */
	private void moveSnake()
	{
		snake.addFirst(direction.getNextPoint(snake.getFirst()));
		if (snake.getFirst().equals(target))
		{
			target = new Point(random.nextInt(tableWidth), random.nextInt(tableHeight));
			++speed;
			++score;
		}
		else
		{
			snake.removeLast();
		}
	}

	/**
	 * 绘制图形
	 */
	@Override
	protected void paintComponent(Graphics g)
	{
		g.clearRect(0, 0, tableWidth * sellSize, tableHeight * sellSize);
		drawMap(g);
		drawSnake(g);
		drawTarget(g);
	}

	/**
	 * 绘制目标点(虫子)
	 * 
	 * @param g
	 *            画布
	 */
	private void drawTarget(Graphics g)
	{
		g.setColor(new Color(0xdd7744));
		g.fillRect(target.x * sellSize, target.y * sellSize, sellSize, sellSize);
	}

	/**
	 * 绘制蛇
	 * 
	 * @param g
	 *            画布
	 */
	private void drawSnake(Graphics g)
	{
		drawSnakeBody(g);
		drawSnakeHead(g);
	}

	/**
	 * 绘制蛇头
	 * 
	 * @param g
	 *            画布
	 */
	private void drawSnakeHead(Graphics g)
	{
		g.setColor(new Color(0x115599));
		Point p = snake.peek();
		g.fillRect(p.x * sellSize, p.y * sellSize, sellSize, sellSize);
	}

	/**
	 * 绘制蛇身
	 * 
	 * @param g
	 *            画布
	 */
	private void drawSnakeBody(Graphics g)
	{
		g.setColor(new Color(0x3399cc));
		for (Point p : snake)
		{
			g.fillRect(p.x * sellSize, p.y * sellSize, sellSize, sellSize);
		}
	}

	/**
	 * 绘制地图
	 * 
	 * @param g
	 *            画布
	 */
	private void drawMap(Graphics g)
	{
		g.setColor(new Color(0x555555));
		for (int i = 0; i < tableWidth; i++)
		{
			for (int j = 0; j < tableHeight; ++j)
			{
				g.drawRect(i * sellSize, j * sellSize, sellSize, sellSize);
			}
		}
	}

}
 

 

 

下节预告:抽离Snake类

 

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