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HomeDatabaseMysql Tutorial浅谈cocos2dx(18) 中工厂模式

~~~~我的生活,我的点点滴滴!! cocos2d-x中也有工厂模式,何为工厂模式,顾名思义就是用来产生产品的,工厂就是用来创建其他类对象的类,我们把这个创建其他类对象的类叫做工厂类,而这些被创建的对象叫做产品,所以这种模式才叫做工厂模式,是不是很

~~~~我的生活,我的点点滴滴!! 

          cocos2d-x中也有工厂模式,何为工厂模式,顾名思义就是用来产生产品的,工厂就是用来创建其他类对象的类,我们把这个创建其他类对象的类叫做工厂类,而这些被创建的对象叫做产品,所以这种模式才叫做工厂模式,是不是很形象。我们从纯c++的角度来看一下工厂模式。工厂模式又分为简单工厂模式、工厂方法模式、抽象工厂模式。


以下不给出简单的demo,网上有很多,等以后在c++设计模式中在统一补充


1.简单工厂模式:当在程序中创建对象的时候少不了new,有时候new会很多,又分布在程序的不同地方,管理起来很不方便,这个时候需要一个工厂类,专门负责对象的创建和释放,将对象的这种操作统一在一起,同时工厂类向外部提供了创建对象的接口,而对对象的使用则和这个工厂类毫无关系。


2.工厂方法模式:是为了解决简单工厂模式的弊端存在的,简单工厂模式的扩展性不好,比如我们有了第三个产品ProductC,我们需要工厂为我们产生这个对象,怎么办,需要修改工厂类中的创建对象的函数,也就是switch结构,还有就是枚举处也要进行修改,而这种修改会带来不少的弊端,所以我们就有了工厂方法模式。这个模式将Factory设计为抽象类,其中包含子类必须实现的方法,而对产品的具体创建则放到Factory的子类中去完成。这个时候如果有一个产品C,我们就创建一个工厂类FactoryC,专门用来产生产品C,就不需要改动其他地方的代码了。


3.抽象工厂模式:现在我们的产品类都是继承自Product的,如果有一个产品不是Product的子类怎么办呢?这个时候就用到了抽象工厂模式,这个模式是工厂方法模式的叠加,其他的东西类似于工厂方法模式。


          上面介绍完了c++中的三种工厂模式,看看怎么应用于cocos2dx中或者cocos2dx中有没有用到(不一定非要是工程模式这种架构,思想也是可以的)。

           引用某些大牛的浓缩的精华思想"工厂方法是程序设计中一个经典的设计模式,指的是基类中只定义创建对象的接口,将实际的实现推迟到子类中” 我们稍微YY一下,“泛指一切生成并返回一个对象的函数”,如果要这样说的话那cocos2dx中实在是太多了,比如创建场景静态函数scene(),并且cocos2dx普遍都是利用这种静态函数来创建。如果我们想在我们的游戏中使用上这种思想,我们假设有如下一个场景情况:我们要创建很多的子弹,如果使用Sprite的create方法每次都会分配内存,子弹销毁的时候释放内存,这样的创建方法效率不高,如果我们使用工厂方法来完成这件事情,自己的工厂方法立面维护一个容器,容器里存放被销毁的子弹,需要新的子弹的时候,从容器中拿出来。根据子弹的类型,更换纹理,重置位置,重置飞行速度和方向,然后发射出去。如果容器中没有被销毁的子弹,就初始化一个,这样的话就不用每次new、delete了,内存中的子弹数量是一定的,可以提高程序的效率。


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