[英]correct module organization with node.js
我用普通的JavaScript構建了一個小型國際象棋游戲,為了處理導入,我將它們全部推送到html文件中,並提供了以下內容:
game.html
.
.
<body id="body">
<script src="scripts/utils.js"></script>
<script src="scripts/pieces.js"></script>
.
.
.
<script src="scripts/game.js"></script>
</body>
</html>
現在,我開始使用Node.js,並希望移動邏輯服務器端並使用導入對其進行適當的結構化,但是我遇到了兩個問題。 第一個是
utils.js
function getEnemy(player) {
return player===WHITE? BLACK : WHITE;
}
/**
* A generator to generate pieces from given fen and return them all in an array.
*/
function generatePieces(fen) {
var piece_array = [];
var ranks = fen.split(' ')[0].split('/');
for (var i=0; i < ranks.length; i++) {
var squares = ranks[i];
var rank = 8 - i;
var file = 1; // keeping track of the current file.
for (var j=0; j < squares.length; j++) {
if (Number(squares[j])) {
file += Number(squares[j]);
continue;
}
var color = (squares[j] === squares[j].toUpperCase()? WHITE : BLACK);
piece_array.push( generatePiece(squares[j], color, file, rank));
file +=1;
}
}
return piece_array;
}
function generatePiece(type, color, file, rank) {
var square = new Square(file, rank);
type = type.toUpperCase();
switch(type) {
case PAWN:
return new Pawn(square, color);
case KNIGHT:
return new Knight(square, color);
case KING:
return new King(square, color);
case BISHOP:
return new Bishop(square, color);
case ROOK:
return new Rook(square, color);
case QUEEN:
return new Queen(square, color);
}
}
/**
* generates a square from the first two numbers in an array.
* no validations are made.
* @param position_array an array whose first two elements are numbers.
* @returns {Square} a square with file equal to the first element and rank the second.
*/
function getSquareFromArray(position_array) {
return new Square(position_array[0], position_array[1]);
}
/******* Square class
* square object to encapsulate all these ugly arrays.
* @param file file of the new square.
* @param rank rank of the new square.
*/
function Square(file, rank) {
this.file = file;
this.rank = rank;
/**
* Checks if two squares have the same file and rank.
* @param other another square
* @returns {boolean} true if both squares are of the same position on the board.
*/
this.equals = function(other) {
return (this.file === other.file && this.rank === other.rank);
};
/**
* Returns a string version of the square, formatted as "file rank".
* @returns {string} string version of the square.
*/
this.toString = function() {
return String(file) + ' ' + String(rank);
};
/**
* returns a new square with the given file and rank added to this square's file and rank.
* @param file file to move the square
* @param rank rank to move the square
* @returns {Square}
*/
this.getSquareAtOffset = function(file, rank) {
file = Number(file)? file : 0;
rank = Number(rank)? rank : 0;
return new Square(this.file + file, this.rank + rank);
};
}
/**
* creates a new square object from a string of format '%d $d'
* @param string string in format '%d %d'
* returns square object
*/
function getSquareFromKey(string) {
values = string.split(' ');
return new Square(Number(values[0]), Number(values[1]));
}
/******* Move object
* Move object to encapsulate a single game move.
* Might be a bit of an overkill, but I prefer an array of moves over an array of arrays of squares.
* @param from A square to move from.
* @param to A square to move to.
*/
function Move(from, to) {
this.from = from;
this.to = to;
}
/******* SpecialMove object
* Move object to encapsulate a single game move.
* Might be a bit of an overkill, but I prefer an array of moves over an array of arrays of squares.
* @param moves array of moves to make
* @param removes array of squares to remove pieces from
* @param insertions array of triplets, square to insert, wanted piece type, and piece color.
*/
function SpecialMove(moves, removes, insertions) {
this.moves = moves? moves : [];
this.removes = removes? removes : [];
this.insertions = insertions? insertions : [];
}
我不確定如何正確導出。 如果我將每個函數/對象分別添加到module.exports中,則使用該模塊為我的每個對象(幾乎是其他任何對象),我都需要這樣做this.utils = require('./utils');
然后調用例如square = new this.utils.Square(file, rank);
,這似乎並不是解決方案的全部優點。 有沒有更好的方法可以在全球范圍內導入此文件?
第二個是不同類型碎片的對象列表pieces.js
var WHITE = 'w';
var BLACK = 'b';
var PAWN = 'P';
var KNIGHT = 'N';
var KING = 'K';
var BISHOP = 'B';
var ROOK = 'R';
var QUEEN = 'Q';
/********* Piece class
* The parent class of all piece types.
* @param square square of the piece.
* @param color color of the piece, should be either 'white' or 'black'.
* @constructor
*/
function Piece(square, color) {
this.square = square;
this.color = color;
}
/**
* Returns the path the piece needs in order to get to the given square, if it's not a capture.
* Returns null if the piece can't reach the square in one move.
* @param to target square.
*/
Piece.prototype.getPath = function(to) {
return null;
};
/**
* Returns the path the piece needs in order to capture in the given square.
* Returns null if the piece can't reach the square in one move.
* Implement this if the piece captures in a different way then moving (i.e. a pawn);
* @param to target square.
*/
Piece.prototype.getCapturePath = function(to) {
return this.getPath(to);
};
/**
* Compares the square of the piece with given square
* @returns {boolean} if the piece is at the given square.
*/
Piece.prototype.isAt= function(square) {
return (this.square.equals(square));
};
/******* Pawn class
* Holds the movement of the pawn, refer to Piece for explanations.
* @type {Piece}
*/
Pawn.prototype = Object.create(Piece.prototype);
Pawn.prototype.constructor = Pawn;
function Pawn(square, color) {
Piece.call(this, square, color);
this.startPosition = (color === WHITE? 2 : 7);
this.direction = (color === WHITE? 1 : -1);
this.type = PAWN;
}
.
.
.
/******* Knight class
* Holds the movement of the Knight, refer to Piece for explanations.
* @type {Piece}
*/
Knight.prototype = Object.create(Piece.prototype);
Knight.prototype.constructor = Knight;
function Knight(square, color) {
Piece.call(this, square, color);
this.type = KNIGHT;
}
.
.
.
/******* King class
* Holds the movement of the King, refer to Piece for explanations.
* @type {Piece}
*/
King.prototype = Object.create(Piece.prototype);
King.prototype.constructor = King;
function King(square, color, has_moved) {
Piece.call(this, square, color);
this.type = KING;
}
.
.
.
我不確定如何正確導入所有其他“類”以在其他地方使用。 我以為可以從util.js
中將generatePiece
函數module.export
該文件的module.export
,從而將其轉變為一種“生成器”。 這是一個好主意嗎?
不幸的是,在node.js中似乎沒有實際的處理方法,我將嘗試給出一些通用的解決方案:
我認為可以從util.js中將generatePiece函數制作為該文件的module.export,從而將其轉變為一種“生成器”。 這是一個好主意嗎?
我認為將模塊用作獨立的utils是一個非常簡單明了的解決方案。 它易於進行單元測試,並在node.js項目中不斷使用。
。 如果我將每個函數/對象分別添加到module.exports中,則使用該模塊為我的每個對象(幾乎是任何其他對象),我都需要這樣做。utils = require('./ utils') ; 然后調用例如square = new this.utils.Square(file,rank);,這似乎並不是解決方案的全部優點。 有沒有更好的方法可以在全球范圍內導入此文件?
除了可以將require
d庫作為屬性存儲在對象中之外,您還可以通過常用的全局引用構造新的正方形:
utils = require('./utils'); and then call, for example,
utils = require('./utils'); and then call, for example,
square = new utils.Square(file,rank);`
甚至可以進一步細分您的模塊,甚至可以創建部件模塊或板模塊。
我嘗試創建盡可能多的模塊。 好處之一是節點中有很多庫可以模擬require
。 如果您最終要進行IO,那么對單元測試進行模擬可能很重要。
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