對於面向對象語言來說,繼承機制是代碼復用的基礎。遺憾的是 JavaScript 作為一個基於原型繼承的語言,並沒有在語言層面上直接支援類別繼承。但 JS 語言擁有強大的表現力,因此一般由使用者自行設計一套繼承機制,這套機制必須包含私有存取權限模擬、屬性與類別屬性的不同實作、方法覆寫支援、父類別被覆寫方法的存取等。
cocos2d-x 中整合了兩套繼承機制,請參考《MoonWarriors》範例中的 SysMenu.js 檔案:
- var SysMenu = cc.Layer.extend({
- _ship:null,
- ctor:function () {
- cc.associateWithNative( this, cc.Layer );
- },
- init:function () {
- var bRet = false;
- if (this._super()) {
- winSize = cc.Director.getInstance().getWinSize();
- var sp = cc.Sprite.create(s_loading);
- sp.setAnchorPoint(cc.p(0,0));
- this.addChild(sp, 0, 1);
- var logo = cc.Sprite.create(s_logo);
- logo.setAnchorPoint(cc.p(0, 0));
- logo.setPosition(0, 250);
- this.addChild(logo, 10, 1);
- var newGameNormal = cc.Sprite.create(s_menu, cc.rect(0, 0, 126, 33));
- var newGameSelected = cc.Sprite.create(s_menu, cc.rect(0, 33, 126, 33));
- var newGameDisabled = cc.Sprite.create(s_menu, cc.rect(0, 33 * 2, 126, 33));
- var gameSettingsNormal = cc.Sprite.create(s_menu, cc.rect(126, 0, 126, 33));
- var gameSettingsSelected = cc.Sprite.create(s_menu, cc.rect(126, 33, 126, 33));
- var gameSettingsDisabled = cc.Sprite.create(s_menu, cc.rect(126, 33 * 2, 126, 33));
- var aboutNormal = cc.Sprite.create(s_menu, cc.rect(252, 0, 126, 33));
- var aboutSelected = cc.Sprite.create(s_menu, cc.rect(252, 33, 126, 33));
- var aboutDisabled = cc.Sprite.create(s_menu, cc.rect(252, 33 * 2, 126, 33));
- var newGame = cc.MenuItemSprite.create(newGameNormal, newGameSelected, newGameDisabled, function () {
- this.onButtonEffect();
- flareEffect(this, this, this.onNewGame);
- }.bind(this));
- var gameSettings = cc.MenuItemSprite.create(gameSettingsNormal, gameSettingsSelected, gameSettingsDisabled, this.onSettings, this);
- var about = cc.MenuItemSprite.create(aboutNormal, aboutSelected, aboutDisabled, this.onAbout, this);
- var menu = cc.Menu.create(newGame, gameSettings, about);
- menu.alignItemsVerticallyWithPadding(10);
- this.addChild(menu, 1, 2);
- menu.setPosition(winSize.width / 2, winSize.height / 2 - 80);
- this.schedule(this.update, 0.1);
- var tmp = cc.TextureCache.getInstance().addImage(s_ship01);
- this._ship = cc.Sprite.createWithTexture(tmp, cc.rect(0, 45, 60, 38));
- this.addChild(this._ship, 0, 4);
- var pos = cc.p(Math.random() * winSize.width, 0);
- this._ship.setPosition( pos );
- this._ship.runAction(cc.MoveBy.create(2, cc.p(Math.random() * winSize.width, pos.y + winSize.height + 100)));
- if (MW.SOUND) {
- cc.AudioEngine.getInstance().setMusicVolume(0.7);
- cc.AudioEngine.getInstance().playMusic(s_mainMainMusic, true);
- }
- bRet = true;
- }
- return bRet;
- },
- onNewGame:function (pSender) {
- var scene = cc.Scene.create();
- scene.addChild(GameLayer.create());
- scene.addChild(GameControlMenu.create());
- cc.Director.getInstance().replaceScene(cc.TransitionFade.create(1.2, scene));
- },
- onSettings:function (pSender) {
- this.onButtonEffect();
- var scene = cc.Scene.create();
- scene.addChild(SettingsLayer.create());
- cc.Director.getInstance().replaceScene(cc.TransitionFade.create(1.2, scene));
- },
- onAbout:function (pSender) {
- this.onButtonEffect();
- var scene = cc.Scene.create();
- scene.addChild(AboutLayer.create());
- cc.Director.getInstance().replaceScene(cc.TransitionFade.create(1.2, scene));
- },
- update:function () {
- if (this._ship.getPosition().y > 480) {
- var pos = cc.p(Math.random() * winSize.width, 10);
- this._ship.setPosition( pos );
- this._ship.runAction( cc.MoveBy.create(
- parseInt(5 * Math.random(), 10),
- cc.p(Math.random() * winSize.width, pos.y + 480)));
- }
- },
- onButtonEffect:function(){
- if (MW.SOUND) {
- var s = cc.AudioEngine.getInstance().playEffect(s_buttonEffect);
- }
- }
- });
- SysMenu.create = function () {
- var sg = new SysMenu();
- if (sg && sg.init()) {
- return sg
- }
- return null;
- };
- SysMenu.scene = function () {
- var scene = cc.Scene.create();
- var layer = SysMenu.create();
- scene.addChild(layer);
- return scene;
- };
這種 extend 繼承寫法由 John Resig 創造,他是 JS 領域的大神。範例中使用父類別 cc.Layer.extend 方法啟動繼承,傳入一個物件字面量 {},這個字面量可以包含物件屬性和方法,最終由 extend 完成介面綁定,回傳一個建構函式賦值給 SysMenu。
對於類別方法(通常意義上的靜態方法),使用的是 JS 最傳統的方式,直接給建構函式指定屬性即可。這種編寫方式非常簡單優美,最重要的是非常符合 C++ 或 Java 程式設計師的排版審美。
關於繼承的理解:JS 的原型繼承與基於類別的繼承方式截然不同,內部維護一個原型鏈,鏈上的節點之間是連結關係(注意:不是賦值,也不是複製)。建議參考《JavaScript 權威指南》或三生石上的《JavaScript 繼承詳解》系列文章(共六篇),深入掌握原型鏈本質。