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游戏用到的模式(Patterns used in games)
游戏用到的模式(Patterns used in games)
The use of design patterns to improve the reuse of library is essential for large-scale program development. But in the outline of design patterns of four mentioned in the 23 standard design patterns, not only difficult to remember, and some design patterns more suitable for application development, the game engine design project is not a lot of use value. According to the experience, after careful selection, Benedict records here some of the design patterns that are considered valuable for future use in their own designs.
One: observer Observer
The design of the observers intention and action is: it will be between the object and the object to create a dependency relationship when one object is changed, it will change the notice to the object instead of creating relations, realize automatic update notification.
In the game, the observer has the applicable environment:
1:UI control management class. When our GUI controls use observer patterns, any user interface, operations, and changes will notify their associated objects - our UI event machine.
2: animation manager. Often when we play an animation frame, there is great interest in the Frame, we set up a FrameLister object to monitor it is necessary to obtain our concern events.
Observer pseudo code:
/ / -
The target class is to observe /
Class Subject
{
The purpose of a binding / observer Attach (Observer);
Binding of DeleteAttach / / remove one observer (Observer);
/ / the target changes, inform all observers, but no transfer changed what
Notity ()
{
For (... Traverse the entire ObserverList... )
{pObserver, -Update ();}
}
/ / exposure to the observer interface, so the observer can obtain the class what changes (GetState);
}
/ / -
/ / viewer / listener class
Class Observer
{
/ / exposure to the function object target class, when the change of monitoring object, it will call this function to notify the observer
Void, Update ()
{
PSubject (-GetState); / / what happened to obtain the
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