说在前头:楼主之前没有不论什么flash开发经验,仅仅是从一次尝试中总结自己的理解和经验而已。假设有写的不正确的地方,欢迎大家指正。
前一段时间尝试想用flash(as3)又一次制作一下之前做的一个游戏。作为从来没有接触过flash开发的我来说。花了一些时间研究现有的一些框架。尽管如今我已经放弃了使用flash来开发(后面会说原因),但我认为还是有必要总结一下这个过程中对于flash、starling、starling mvc的一些理解。
由于一開始我是使用silverlight开发游戏的,它有一个极大的便利是微软提供了强大好用的Microsoft Blend Expression。能够非常好的、所见即所得用它来制作UI。自然而然,我非常想在flash的开发环境下找一个替代品。但非常遗憾。最后我自己得出的结论是:没有。
1、flex和blend有点像。但flex(后来叫flash builder)貌似某个版本号以后就不提供图形编辑器了。而且通过网上大家的讨论得出,flex性能特别差,差点儿无法在手机上执行。果断弃坑。
2、flash cs能够制作游戏UI,但给我的感觉是提供的功能特别基础。也不甚符合程序猿的逻辑思维。
3、另一些其它的第三方或者个人提供的UI库、编辑工具。如flexlite等——不敢用,怕有大坑。并且翻了一下代码更新日志,也是好久都没动过了——更加怕。
4、starling貌似是大家比較推崇的flash移动端解决方式。大概看了一下,从原理上来说肯定是性能比传统的flash要好得多。
通过一番调研。决定用starling试试。
非常自然的,游戏须要比較好的扩展性的话,我们须要一个好的代码框架,找了一圈找到starling MVC。
大概看了一下功能介绍,感觉和j2ee的spring MVC有一点像。
starling MVC是一个IOC框架,提供下面特性:
- 依赖注入(DI)/控制反转(IOC)
- 视图仲裁(View Mediation)
- 事件处理
- 不影响原生的Starling游戏代码
- 简易配置
- 易扩展
- 提供一些有用工具
我到网上翻了一些关于starling MVC编写的游戏例程,怎么说呢。我感觉是没一个靠谱的。
。
大部分人都是浅尝辄止。并且都是生搬硬套。想把游戏逻辑拼命的塞到starling MVC中,而不是真正的用它来做代码的整理、规划,没有理解MVC、IOC、DI等思想,于是我索性自己開始琢磨。
我整理的starling MVC的调用逻辑关系例如以下:
1、启动时初始化各个bean(包含model、mediator、controller、view我觉得都应该实例化为bean)
2、starling MVC提供方法将bean依赖注入([Inject]等标签)
3、MVC的连接方式为:
- controller中注冊EventHandler。接收消息。然后直接调用ViewManager的addView/removeView方法。来改动元素。
- 调用了addView/removeView实际上会被相关的Mediator拦截到,在Mediator中编写界面展示的逻辑。
(调用view的改动方法,调用Model的逻辑)
- Model中提供业务逻辑方法
- View中定义界面元素
)——当然。假设你说你能够自己开发一个可视化的工具,那么,我仅仅能说:祝你好运……
var stateBackground : ImageLoader = new ImageLoader();
stateBackground.source = assets.getTexture("nick");
stateBackground.x = 0;
stateBackground.y = -12;
stateBackground.width = 200;
stateBackground.height = 70;
stateCanvas.addChild(stateBackground);
_nickLabel = ComponentFactory.getSmallFontLabel("初出茅庐", 0xEF5E00, true, 20);
_nickLabel.x = 62;
_nickLabel.y = -4;
stateCanvas.addChild(_nickLabel);
_gameModeLabel = ComponentFactory.getSmallFontLabel("难度:普通", 0xFFFFFF, true, 12);
_gameModeLabel.x = 61;
_gameModeLabel.y = 24;
stateCanvas.addChild(_gameModeLabel);
_zhujueHead = new ImageLoader();
_zhujueHead.x = 4;
_zhujueHead.y = -4;
_zhujueHead.width = 40;
_zhujueHead.height = 49;
_zhujueHead.source = assets.getTexture("zhujue");
stateCanvas.addChild(_zhujueHead);
_descCanvas = new Sprite();
_descCanvas.x = 100;
_descCanvas.y = 100;
_descCanvas.visible = false;
this.addChild(_descCanvas);
//提示框
var descBackground : Scale9Image = ComponentFactory.getScale9Image("info", new Rectangle(7,9,360,87));
descBackground.x = 0;
descBackground.y = 0;
descBackground.width = 377;
descBackground.height = 103;
descBackground.alpha = 0.8;
_descCanvas.addChild(descBackground);
_descImage = new ImageLoader();
_descImage.x = 14;
_descImage.y = 14;
_descImage.width = 80;
_descImage.height = 80;
_descImage.maintainAspectRatio = false;
_descCanvas.addChild(_descImage);
_descLocationLabel = ComponentFactory.getSmallFontLabel("", 0xffffff, true, 18);
_descLocationLabel.x = 104;
_descLocationLabel.y = 6;
_descLocationLabel.filter = BlurFilter.createDropShadow(4,0.7,0x000000,0.8,0.5,1);
_descCanvas.addChild(_descLocationLabel);
_descInfoLabel = ComponentFactory.getSmallFontLabel("", 0xffffff, false, 12);
_descInfoLabel.x = 104;
_descInfoLabel.y = 40;
_descInfoLabel.width = 250;
_descInfoLabel.height = 56;
_descInfoLabel.filter = BlurFilter.createDropShadow(2,0.7,0x000000,0.8,0.5,1);
_descCanvas.addChild(_descInfoLabel);
。!
this.initComponents([
{type:Scale9Image, source:"UI-kuang", rect:new Rectangle(15,40,315,328), width:500, height:585},
{type:RoleUI, id:"roleUI", x:80, id:"roleUI"},
{type:Label, text:"当前队伍", color:0xffffff, fontSize:14, width:110, x:25, y:73},
{type:ScrollContainer, width:80, height:435, x:25, y:108, id:"teamlist" },
{type:ImageLoader, source:"back", width:20, height:20, x:470, y:5, id:"close"},
]);
自己感觉好多了……但还是非常蛋疼有木有
package cn.hanjiasongshu.jygame.views.components
{
import com.creativebottle.starlingmvc.views.ViewManager;
import flash.geom.Rectangle;
import flash.utils.Dictionary;
import cn.hanjiasongshu.jygame.core.assets.Assets;
import cn.hanjiasongshu.jygame.views.factorys.ComponentFactory;
import feathers.controls.ImageLoader;
import feathers.controls.Label;
import feathers.controls.ScrollContainer;
import feathers.core.FeathersControl;
import feathers.display.Scale9Image;
import feathers.textures.Scale9Textures;
import feathers.dragDrop.DragDropManager;
import starling.display.Sprite;
import starling.textures.Texture;
/**
* UI基类
* @author cg
*
*/
public class BaseUI extends FeathersControl
{
private static const ANONYMOUS_PREFIX:String = "__";
public function BaseUI()
{
_components = new Dictionary();
_autoId = 0;
}
public function get assets():Assets
{
return Assets.instance;
}
/**
* 初始化组件
* @param componentsArray
*
*/
protected function initComponents(componentsArray:Object):void
{
this.addComponents(componentsArray, this);
}
/**
* 为一个组件加入孩子
* @param componentsArray
* @param parent
*
*/
private function addComponents(componentsArray:Object, parent:Sprite):void
{
for each(var c:Object in componentsArray)
{
if(c.type == null)
{
trace("[error]undefined component type:" + c);
continue;
}
var type:String = c.type;
var id:String = "";
if(c.id != null)
{
id = c.id;
}
else
{
id = String(ANONYMOUS_PREFIX + _autoId + ":" + String(c.type));
_autoId++;
}
var component:Sprite = null;
switch(c.type)
{
case Label:
var text:String = c.text==null?"":c.text;
var color:int = c.color==null?0:c.color;
var bold:Boolean = c.bold==null?true:c.bold;
var fontSize:int = c.fontSize==null?11:c.fontSize;
if(c.align != null && c.align == "center")
{
component = ComponentFactory.getCenterAlignedFontLabel(text,color,bold,fontSize);
}
else
{
component = ComponentFactory.getSmallFontLabel(text,color,bold,fontSize);
}
break;
case ImageLoader:
var tmp:ImageLoader = new ImageLoader();
tmp.maintainAspectRatio = false;
var source:String = c.source==null?"":c.source;
tmp.source = c.source==null?
"":assets.getTexture(source); component = tmp; break; case Scale9Image: component = ComponentFactory.getScale9Image(c.source, c.rect); break; case ScrollContainer: component = ComponentFactory.generateVerticalScrollContainer(c.layout, c.backgroundSkin); break; case ToolTipUI: component = new ToolTipUI(parent); break; default: var clz:Class = c.type; var instance:Object = new clz(); if(instance is Sprite) { component = instance as Sprite; } else { trace("[error]invalid component type:" + c.type); } break; } if(component != null) { this.setIfExist(c, component, ["x","y","width","height","visible"]); _components[id] = component; parent.addChild(component); if(c.children != null) //遍历孩子组件 { this.addComponents(c.children, component); } } } } /** * 通过ID获取组件 * @param id * @return * */ public function getComponentById(id:String):Sprite { if(_components[id] == null) { trace("[error]get undefined component id:"+id); return null; } return _components[id]; } public function getLabel(id:String):Label { return this.getComponentById(id) as Label; } public function getImageLoader(id:String):ImageLoader { return this.getComponentById(id) as ImageLoader; } private function setIfExist(dataSource:Object, obj:Sprite, params:Array):void { for each(var p:String in params) { if(dataSource[p]!=null) obj[p]=dataSource[p]; } } private var _components:Dictionary; private var _autoId:int; public override function dispose():void { for each(var key:String in _components) { var sprite:Sprite = _components[key] as Sprite; sprite.removeFromParent(true); } _components = null; } } }
你能够改动addComponent函数来自己加入控件类型。支持控件的组合等等。