一、架构设计层面
1. 组件化架构(ECS模式)
cpp
class Component {
public:
virtual void Update(float deltaTime) = 0;
virtual void Serialize(DataStream& stream) = 0;
};
class SkillSystem : public Component {
private:
std::unordered_map
public:
void AddSkill(int skillId, SkillData data) {
activeSkills[skillId] = data;
// 实现通用技能逻辑...
};
2. 事件驱动系统
cpp
class EventDispatcher {
std::unordered_map
public:
void Subscribe(EventType type, EventHandler handler) {
handlers[type].push_back(handler);
void Publish(EventType type, EventData data) {
for (auto& handler : handlers[type]) {
handler(data);
};
// 使用示例
eventDispatcher.Subscribe(EventType::SkillCast, [](EventData data) {
// 处理技能释放事件
});
二、代码复用策略
1. 通用模板类(Template Method Pattern)
cpp
template
class BuffBase {
public:
virtual void ApplyEffect(T& target) = 0;
virtual void Update(float deltaTime) {
duration -= deltaTime;
if (duration<= 0) Remove;
protected:
float duration;
};
class PoisonBuff : public BuffBase
public:
void ApplyEffect(Character& target) override {
target.health -= damagePerSecond;
};
2. 策略模式实现战斗计算
cpp
class DamageCalculator {
public:
virtual float CalculateDamage(const AttackParams& params) = 0;
};
class PhysicalDamage : public DamageCalculator {
float CalculateDamage(const AttackParams& params) override {
return params.attack (1
};
class MagicDamage : public DamageCalculator {
float CalculateDamage(const AttackParams& params) override {
return params.magicAttack (params.elementCoefficient);
};
三、数据驱动开发
1. 技能配置表设计(JSON示例)
json
skill_id": 1001,
name": "烈焰斩",
type": "active",
cooldown": 5.0,
effects": [
type": "damage",
formula": "attack 2.5 + skill_level 10",
element": "fire
},
type": "buff",
buff_id": 201,
duration": 10.0
2. 数据加载器实现
cpp
class SkillLoader {
public:
void LoadSkills(const std::string& configPath) {
// 解析JSON并生成SkillTemplate对象
for (auto& skillData : parsedData) {
SkillTemplate template;
template.id = skillData["skill_id"];
template.cooldown = skillData["cooldown"];
// 解析效果列表...
skillTemplates[template.id] = template;
Skill CreateSkill(int skillId) {
return skillTemplates[skillId].Instantiate;
};
四、扩展性增强技巧
1. 插件式架构实现
cpp
class PluginInterface {
public:
virtual void Initialize(GameEngine engine) = 0;
virtual void Update = 0;
};
// 动态加载示例
void LoadPlugin(const char dllPath) {
HMODULE module = LoadLibrary(dllPath);
if (auto createFunc = (CreatePluginFunc)GetProcAddress(module, "CreatePlugin")) {
PluginInterface plugin = createFunc;
plugins.push_back(plugin);
2. 脚本系统集成(Lua示例)
lua
function OnSkillCast(player, target, skillId)
local skillData = GetSkillData(skillId)
if skillData.element == "ice" then
ApplySlowEffect(target, 0.5, 3.0)
end
return true
end
RegisterEvent("SKILL_CAST", OnSkillCast)
五、代码组织最佳实践
1. 分层架构示例:
2. 依赖管理:
cmake
模块化编译示例
add_library(Core
src/core/renderer.cpp
src/core/physics.cpp
src/core/network.cpp)
add_library(GameLogic
src/game/skills.cpp
src/game/quests.cpp)
target_link_libraries(GameLogic PUBLIC Core)
六、自动化扩展工具
1. 代码生成器示例(Python):
python
def generate_skill_class(skill_data):
code = f
class {skill_data['name']}Skill : public BaseSkill {{
public:
void Execute override {{
{generate_effect_code(skill_data['effects'])}
}}
}};
return code
通过以上方法实现:
1. 新功能添加只需扩展而非修改现有代码
2. 业务逻辑与核心系统解耦
3. 数据与代码分离,配置驱动开发
4. 模块间通过标准接口通信
5. 支持动态扩展和热更新
建议结合具体模块实施:
1. 战斗系统优先采用策略模式
2. 技能系统使用组件化+数据驱动
3. UI系统采用MVC模式分离逻辑
4. 网络模块使用中间件架构
5. 资源管理采用抽象工厂模式