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感谢原作者分享这样好的实战案例!
这是一篇通过一个简单的 treasure 捡宝的例子讲述如何使用 来快速, 高效的进行 game 开发
npm install bearcat --save
添加context.json, 并指定 scan 扫描路径, 来自动扫描 POJOs
context.json{ "name": "bearcat-treasures", "scan": "app", "beans": []}
修改app.js, 添加 bearcat 启动代码
app.jsvar contextPath = require.resolve('./context.json');bearcat.createApp([contextPath]);bearcat.start(function() { Configure(); // pomelo configure in app.js app.set('bearcat', bearcat); // start app app.start();});
就是这么简单, bearcat 开发环境就已经搭建完毕, 之后就可以利用 bearcat 所提供的 IoC, AOP, 一致性配置等特性来编写简单, 可维护的 pomelo 应用
handler, remote 都以 POJO 的形式编写
由于之前handler, remote在pomelo里面是通过 pomelo-loader 来管理的, 因此需要做一下适配转化m
通过适配, gateHandler 就交给了 bearcat 来进行管理, 之后 gateHandler 需要什么依赖, 仅仅在 getBean 的 metadata 配置中描述好依赖关系就行了
上面的gateHandler例子中, 就向 bearcat 容器描述了, gateHandler 需要在构造函数中传入一个 app 对象, 在对象属性中需要一个 dispatcher 依赖domain 代表着数据和模型, 包括玩家player, 宝物treasure, 移动move等等
domain 里的数据要被序列化, 需要定义序列化方法, 比如toJSONentity.js
var EventEmitter = require('events').EventEmitter;var util = require('util');var id = 1;function Entity(opts) { EventEmitter.call(this); this.opts = opts || {}; this.entityId = id++; this.kindId = opts.kindId; this.kindName = opts.kindName; this.areaId = opts.areaId || 1; this.x = 0; this.y = 0;}util.inherits(Entity, EventEmitter);Entity.prototype._init = function() { var opts = this.opts; if (opts.x === undefined || opts.y === undefined) { this.randPos(); } else { this.x = opts.x; this.y = opts.y; }}Entity.prototype._toJSON = function() { return { x: this.x, y: this.y, entityId: this.entityId, kindId: this.kindId, kindName: this.kindName, areaId: this.areaId }}// random positionEntity.prototype.randPos = function() {};module.exports = { id: "entity", func: Entity, abstract: true, props: [{ name: "dataApiUtil", ref: "dataApiUtil" }, { name: "utils", ref: "utils" }]}
entity 是一个抽象的bean, 意味着它只是作为子bean的模版, 并不会被实例化, 它通过对象属性依赖注入了 dataApiUtil 和 util
player.js
var logger = require('pomelo-logger').getLogger('bearcat-treasures', 'Player');var bearcat = require('bearcat');var util = require('util');function Player(opts) { this.opts = opts; this.id = opts.id; this.type = null; this.name = opts.name; this.walkSpeed = 240; this.score = opts.score || 0; this.target = null;}Player.prototype.init = function() { this.type = this.consts.EntityType.PLAYER; var Entity = bearcat.getFunction('entity'); Entity.call(this, this.opts); this._init();}Player.prototype.addScore = function(score) { this.score += score;};Player.prototype.toJSON = function() { var r = this._toJSON(); r['id'] = this.id; r['type'] = this.type; r['name'] = this.name; r['walkSpeed'] = this.walkSpeed; r['score'] = this.score; return r;};module.exports = { id: "player", func: Player, scope: "prototype", parent: "entity", init: "init", args: [{ name: "opts", type: "Object" }], props: [{ name: "consts", ref: "consts" }]}
player 是 entity 的一个子类, 它通过在metadata配置中的 parent 继承了 entity prototype 里的方法
player 的scope是 prototype 的, 并且需要定义一个 init 方法, 来调用 entity 的构造函数以及 entity 的 init 方法 _initvar Entity = bearcat.getFunction('entity'); Entity.call(this, this.opts); this._init();
这里通过 bearcat.getFunction 来拿到 entity 的构造函数来进行调用
在没有bearcat的情况下, 使用domain需要自己先require进来, 然后再 new domain(), 现在你可以直接通过 getBean 来得到相应 domain 的实例
playerHandler enterScene
PlayerHandler.prototype.enterScene = function(msg, session, next) { var role = this.dataApiUtil.role().random(); var player = bearcat.getBean('player', { id: msg.playerId, name: msg.name, kindId: role.id }); player.serverId = session.frontendId; if (!this.areaService.addEntity(player)) { logger.error("Add player to area faild! areaId : " + player.areaId); next(new Error('fail to add user into area'), { route: msg.route, code: this.consts.MESSAGE.ERR }); return; } var r = { code: this.consts.MESSAGE.RES, data: { area: this.areaService.getAreaInfo(), playerId: player.id } }; next(null, r);};
var player = bearcat.getBean('player', { id: msg.playerId, name: msg.name, kindId: role.id });
player 通过 bearcat.getBean 拿到
移动和捡宝是通过 event 事件来处理的, 在一个 tick 时间内, 当移动到宝物的捡宝范围之内, 就会出发 pickItem 事件
Move.prototype.update = function() { var time = Date.now() - this.time; var speed = this.entity.walkSpeed; var moveLength = speed * time / 1000; var dis = getDis(this.entity.getPos(), this.endPos); if (dis <= moveLength / 2) { this.finished = true; this.entity.setPos(this.endPos.x, this.endPos.y); return; } else if (dis < 55 && this.entity.target) { this.entity.emit('pickItem', { entityId: this.entity.entityId, target: this.entity.target }); } var curPos = getPos(this.entity.getPos(), this.endPos, moveLength, dis); this.entity.setPos(curPos.x, curPos.y); this.time = Date.now();};
触发时间后, 就向channel广播捡宝这个事件
player.on('pickItem', function(args) { var player = self.getEntity(args.entityId); var treasure = self.getEntity(args.target); player.target = null; if (treasure) { player.addScore(treasure.score); self.removeEntity(args.target); self.getChannel().pushMessage({ route: 'onPickItem', entityId: args.entityId, target: args.target, score: treasure.score }); } });
areaService 里面维护着当前area里面的玩家, 排名, 宝物等数据
它在tick时间内, 向channel广播更新着area里面的最新数据AreaService.prototype.tick = function() { //run all the action this.actionManagerService.update(); this.entityUpdate(); this.rankUpdate();}
entityUpdate 更新着area里面的entity情况
AreaService.prototype.entityUpdate = function() { if (this.reduced.length > 0) { this.getChannel().pushMessage({ route: 'removeEntities', entities: this.reduced }); this.reduced = []; } if (this.added.length > 0) { var added = this.added; var r = []; for (var i = 0; i < added.length; i++) { r.push(added[i].toJSON()); } this.getChannel().pushMessage({ route: 'addEntities', entities: r }); this.added = []; }};
在bearcat的统一管理协调下, 去除了烦人的require直接依赖关系, 可以放心大胆的进行编码甚至重构, bearcat 里面的任一组件都被有序的管理维护着, 使用时不再是一个个单一的个体, 而是一个集体
项目代码在
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