Javascript 使用node.js更正模块组织
我已经用纯JavaScript构建了一个小型国际象棋游戏,为了处理导入,我将它们全部推送到html文件中,给出了以下内容: game.htmlJavascript 使用node.js更正模块组织,javascript,node.js,module,Javascript,Node.js,Module,我已经用纯JavaScript构建了一个小型国际象棋游戏,为了处理导入,我将它们全部推送到html文件中,给出了以下内容: game.html . . <body id="body"> <script src="scripts/utils.js"></script> <script src="scripts/pieces.js"></script> . . . <script src
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<body id="body">
<script src="scripts/utils.js"></script>
<script src="scripts/pieces.js"></script>
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<script src="scripts/game.js"></script>
</body>
</html>
我不确定如何正确导入所有不同的“类”以在其他地方使用。我想让
util.js
的module.export
中的generatePiece
函数成为这个文件的一种“片段生成器”。这是个好主意吗?不幸的是,node.js中似乎没有一种实际的操作方法,我将尝试给出几个通用的解决方案:
我想让util.js中的generatePiece函数
module.export,从而将其转换为某种“片段”
发电机”。这是个好主意吗
我认为将模块作为独立的UTIL使用是一个非常简单和优雅的解决方案。它很容易进行单元测试,并且经常在node.js项目中使用
。如果我将每个函数/对象单独添加到module.exports,则
对于使用此模块的每个对象(几乎是任何
其他对象)我需要这样做。utils=
要求('./utils');然后调用,例如,square=new
this.utils.Square(文件,秩);,看起来不太好
一个解决方案的设计。有没有更好的方法导入这个文件
全球
不需要将require
d库作为属性存储在对象中,您只需通过全局引用构造新的正方形,这是常用的:
utils=require('./utils');然后调用,例如,
square=new-utils.square(file,rank)`
甚至可以进一步细分模块,甚至可以创建一个单块模块或单板模块
我尝试创建尽可能多的模块。一个好处是节点中有很多库可以模拟require
s。如果您最终完成了IO,那么在单元测试中模拟它可能很重要
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 : [];
}
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;
}
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/******* 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;
}
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/******* 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;
}
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