状态模式
一、题目:
某纸牌游戏中,人物角色具有入门级(Primary),熟练级(Secondary),高手级(Professional)和骨灰级(Final)四种等级,角色的等级与积分相对应,游戏胜利将增加积分,失败则扣除积分,入门级具有最基本的游戏功能play(),熟练级增加了游戏胜利积分加倍功能doubleScore(),高手级在熟练级基础上再增加换牌功能changeCards(),骨灰级在高手级基础上再增加偷看他人的牌的功能peekCards(),使用状态模式来设计系统
(1) 绘制状态模式结构视图
(2) 给出实例类图并实现代码
二、所用模式结构视图:
三、实例类图:
四、实例实现代码:
(因为区分,所以在类的前面加了Gj19)
环境类-玩家实体类
package gjStatePattern;
/**
* 玩家实体类
* @author gong
*
*/
public class Gj19Player {
private Gj19AbstractLevel level;
private String name;
private boolean isSuccess;
public Gj19Player(String name) {
this.level=new Gj19PrimaryLevel(this);
this.name = name;
}
public boolean isSuccess() {
return isSuccess;
}
public void setSuccess(boolean isSuccess) {
this.isSuccess = isSuccess;
}
public Gj19AbstractLevel getLevel() {
return level;
}
public void setLevel(Gj19AbstractLevel level) {
this.level = level;
}
public String getName() {
return name;
}
public void play(int score){
level.play(score);
}
public void doubleScore(int score){
level.doubleScore(score);
}
public void changeCards(int score){
level.changeCards(score);
}
public void peekCards(int score){
level.peekCards(score);
}
}
抽象状态类
package gjStatePattern;
/**
* 抽象状态类
* @author gong
*
*/
public abstract class Gj19AbstractLevel {
protected Gj19Player player;
protected String stateName;
protected int point;
public abstract void checkState(int score);
public int getPoint() {
return point;
}
public void setPoint(int point) {
this.point = point;
}