Fruit-Ninja 源碼結構簡要解析css
查看 index.html 代碼能夠直接發現依賴:html
void function(global){ var mapping = {}, cache = {}; global.startModule = function(m){ require(m).start(); }; global.define = function(id, func){ mapping[id] = func; }; global.require = function(id){ if(!/\.js$/.test(id)) id += '.js'; if(cache[id]) return cache[id]; else return cache[id] = mapping[id]({}); }; }(this);
all.js
首先第一段代碼定義了三個主要的全局方法git
mapping
存儲,模塊本質是函數,這裏參照 AMD 模塊規範。cache
緩存模塊。剩下的全是 define 函數,把全部腳本註冊到 mapping 裏面,最後加載 main 模塊 並啓動。github
all.js
內scripts/main.js
模塊緩存
var timeline = require( "timeline" ); var tools = require( "tools" ); var sence = require( "sence" ); var Ucren = require( "lib/ucren" ); var buzz = require( "lib/buzz" ); var control = require( "control" ); var csl = require( "object/console" ); var message = require( "message" ); var state = require( "state" );
先加載依賴,這裏 require 是首次開始運行,它首先會補全該模塊路徑後綴,而後嘗試讀取 cache 緩存,若是以前有加載過就不會重複加載,若是是第一次加載則會從 mapping 模塊中心找到指定 id 的模塊函數並直接執行出結果,並在返回該結果前將之緩存。app
咱們接着看第一個依賴timeline
到底返回的是什麼結果,找到它的 define 函數函數
define("scripts/timeline.js", function(exports){ /** * a easy timeline manager * @version 0.9 * @author dron */ var Ucren = require("scripts/lib/ucren"); /** * initialize timeline */ exports.init = function(){ var me = this; me.startTime = now(); me.count = 0; // var interval = function(){ // me.count ++; // update( now() ); // requestAnimationFrame( interval ); // }; // interval(); var time = 1; // if( Ucren.isSafari ) // time = 10; setInterval( function(){ me.count ++; update( now() ); }, time ); }; /** * create a task * @param {Object} conf the config * @return {Task} a task instance */ exports.createTask = function( conf ){ /* e.g. createTask({ start: 500, duration: 2000, data: [a, b, c,..], object: module, onTimeUpdate: fn(time, a, b, c,..), onTimeStart: fn(a, b, c,..), onTimeEnd: fn(a, b, c,..), recycle: [] }); */ var task = createTask(conf); addingTasks.unshift( task ); adding = 1; if( conf.recycle ) this.taskList( conf.recycle, task ); return task; }; /** * use a array to recycle the task * @param {Array} queue be use for recycling task * @param {Task} task a task instance * @return {Array} this queue */ exports.taskList = function( queue, task ){ if( !queue.clear ) queue.clear = function(){ for(var task, i = this.length - 1; i >= 0; i --) task = this[i], task.stop(), this.splice( i, 1 ); return this; }; if( task ) queue.unshift( task ); return queue; }; /** * create a timer for once callback * @param {Function} fn callback function * @param {Number} time time, unit: ms */ exports.setTimeout = function( fn, time ){ // e.g. setTimeout(fn, time); return this.createTask({ start: time, duration: 0, onTimeStart: fn }); }; /** * create a timer for ongoing callback * @param {Function} fn callback function * @param {Number} time time, unit: ms */ exports.setInterval = function( fn, time ){ // e.g. setInterval(fn, time); var timer = setInterval( fn, time ); return { stop: function(){ clearInterval( timer ); } }; }; /** * get the current fps * @return {Number} fps number */ exports.getFPS = function(){ var t = now(), fps = this.count / (t - this.startTime) * 1e3; if(this.count > 1e3) this.count = 0, this.startTime = t; return fps; }; /** * @private */ var Ucren = require("scripts/lib/ucren"); var tasks = [], addingTasks = [], adding = 0; var now = function(){ return new Date().getTime(); }; var createTask = function( conf ){ var object = conf.object || {}; conf.start = conf.start || 0; return { start: conf.start + now(), duration: conf.duration == -1 ? 86400000 : conf.duration, data: conf.data ? [0].concat( conf.data ) : [0], started: 0, object: object, onTimeStart: conf.onTimeStart || object.onTimeStart || Ucren.nul, onTimeUpdate: conf.onTimeUpdate || object.onTimeUpdate || Ucren.nul, onTimeEnd: conf.onTimeEnd || object.onTimeEnd || Ucren.nul, stop: function(){ this.stopped = 1; } } }; var updateTask = function( task, time ){ var data = task.data; data[0] = time; task.onTimeUpdate.apply( task.object, data ); }; var checkStartTask = function( task ){ if( !task.started ){ task.started = 1; task.onTimeStart.apply( task.object, task.data.slice(1) ); updateTask( task, 0 ); } }; var update = function(time){ var i = tasks.length, t, task, start, duration, data; // TODO: 三八五時檢查一下 tasks 有沒有釋放完成 // document.title = i; while( i -- ){ task = tasks[i]; start = task.start; duration = task.duration; if( time >= start ){ if( task.stopped ){ tasks.splice( i, 1 ); continue; } checkStartTask( task ); if( ( t = time - start ) < duration ) updateTask( task, t ); else updateTask( task, duration ), task.onTimeEnd.apply( task.object, task.data.slice(1) ), tasks.splice( i, 1 ); } } if( adding ){ tasks.unshift.apply( tasks, addingTasks ); addingTasks.length = adding = 0; } };; return exports; });
timeline 字面意思時間軸,先是引入了lib/ucren
依賴,發現這個依賴是爛代碼沒有用,接着爲形參 exports(傳入的實際參數是一個空對象)定義了一系列方法,包括:ui
...this
具體邏輯不做贅述,最後將 exports 做爲結果返回了,因而 timeline 就有了 setTimeout 這個屬性,spa
var setTimeout = timeline.setTimeout.bind( timeline );
bind 是繼承自 Function 基類的一個屬性,用於改變當前函數內部 this 指向,能夠肯定timeline.setTimeout
內有使用 this,
exports.setTimeout = function( fn, time ){ // e.g. setTimeout(fn, time); return this.createTask({ start: time, duration: 0, onTimeStart: fn }); };
果不其然,this.createTask
一樣是 timeline 纔有的屬性,纔要綁定 timeline,否則運行時沒法判斷 this 指向的對象是否有這麼一個屬性去調用。
start 啓動函數裏面使用 invoke 分別調用了timeline, sence, control
的 init 方法
Array.prototype.invoke = function( method ){ var args = slice.call( arguments, 1 ); this.forEach(function( item ){ if(item instanceof Array) item[0][method].apply( item[0], item.slice(1) ); else item[method].apply( item, args ); }); return this; };
打印日誌,3 秒後執行 sence.switchSence.saturate,saturate一樣是由Ucren庫提供的Function靜態方法,做用是返回一個函數,這個函數是原函數對象 this 忽略本身接受的參數,僅接受指定參數的版本,目前來看除了動了參數列表意外看不懂究竟是幹嗎的
Function.prototype.saturate = function(scope){ var fn = this, afters = slice.call( arguments, 1 ); return function(){ return fn.apply( scope, slice.call( arguments, 0 ).concat( afters ) ); } };
接下來監聽了兩個自定義事件,slice
和slice.at
最後對運行環境進行判斷並給出相關提示