假设您正在制作游戏。您想尝试而不是污染全局范围并可能限制用户轻松改变游戏的能力(对于客户端而言是可疑的)。您觉得模块对于您的目的可能是不必要的。在实例化期间将引用传递给另一个类以访问其方法是不好的做法吗?
受挫的例子:
//game.js
var Game = (function () {
function Game() {
this.currentLevel = null;
this.score = 0;
}
Game.prototype.addScore = function (num) {
this.score += num;
};
Game.prototype.goToLevel = function (diff) {
this.currentLevel = new Level(this, diff);
};
Game.prototype.returnHome = function (level) {
this.currentLevel = null;
};
return Game;
})();
//level.js
var Level = (function () {
function Level(game, difficulty) {
this.game = game; //reference to game
this.difficulty = difficulty;
this.entities = [];
this.load();
}
Level.prototype.load = function () {
this.addEntity({name: 'tim', power: 23, difficulty: this.difficulty});
};
Level.prototype.leave = function () {
this.game.returnHome();
};
Level.prototype.addEntity = function (options) {
this.entities.push(new Entity(this, options));
};
Level.prototype.removeEntity = function (entity) {
for(var x = 0; x < this.entities.length; x++) {
if(this.entities[x] === entity) this.entities.splice(x, 1);
}
};
return Level;
})();
//level.js
var Entity = (function () {
function Entity(level, options) {
this.level = level; //reference to level
this.options = options;
}
Entity.prototype.kill = function () {
this.level.removeEntity(this); // anti-pattern?
this.level.game.addScore(34.53); // too closely coupled?
};
return Entity;
})();
//main.js
var Main;
(function (Main) {
var game = null;
function documentIsReady() {
start(); // Start the game
}
function start() {
game = new Game();
game.goToLevel('hard');
}
return {
documentIsReady: documentIsReady
}
})(Main || (Main = {}));
$(document).ready(function () {
Main.documentIsReady();
});
原谅这个半生不熟的例子。如果你最终得到了'Entity'类的许多实例,那么对'Level'的所有引用,虽然是同一个实例,但是开始占用更多内存吗?还有其他陷阱吗?另一种方法是实现某种可以访问的接口,允许类相互通信。