有哪些技巧可以使包含大量计算的函数简洁

What are some tips to make a function with a lot of calculation clean?

本文关键字:计算 函数 简洁 包含大 可以使      更新时间:2023-10-16

如何实现这样的函数:

void Map::Display()
{
    if(initialized)
    {
        HRESULT hr;
        int hScrollPos = GetScrollPos(M_HWnd, SB_HORZ);
        int vScrollPos = GetScrollPos(M_HWnd, SB_VERT);
        D2D1_RECT_F region = {0,0,TILE_WIDTH,TILE_HEIGHT};
        D2D1_RECT_F tFRegion = {0,0,TILE_WIDTH,21}; // tile front's region
        Coor coor;
        int tileHeight;
        RECT rect;
        GetWindowRect(M_HWnd, &rect);
        int HWndWidth = rect.right - rect.left;
        int HWndHeight = rect.bottom - rect.top;

        pRT->BeginDraw();
        pRT->Clear(D2D1::ColorF(0.45f, 0.76f, 0.98f, 1.0f));
        pRT->SetAntialiasMode(D2D1_ANTIALIAS_MODE_ALIASED);
        for(int x=0; x<nTiles; x++)
        {
            coor = ppTile[x]->Getcoor();
            tileHeight = ppTile[x]->Getheight();
            pRT->SetTransform(D2D1::Matrix3x2F::Identity());
            if((coor.GetX() - 1) * (TILE_WIDTH * 0.5) - hScrollPos > 0 - TILE_WIDTH &&
                (coor.GetX() - 1) * (TILE_WIDTH * 0.5) - hScrollPos < HWndWidth &&
                ((coor.GetY() - 1) * (TILE_HEIGHT * 0.5) * 1.5f) + ((MAX_MAP_HEIGHT - tileHeight) * (TILE_PIXEL_PER_LAYER)) + TILE_HEIGHT - vScrollPos > 0 - (TILE_HEIGHT * 2.5) &&
                ((coor.GetY() - 1) * (TILE_HEIGHT * 0.5) * 1.5f) + ((MAX_MAP_HEIGHT - tileHeight) * (TILE_PIXEL_PER_LAYER)) + TILE_HEIGHT - vScrollPos < HWndHeight)
            {
                /* Draws tiles */
                pRT->SetTransform(D2D1::Matrix3x2F::Translation(
                    (coor.GetX() - 1) * (TILE_WIDTH * 0.5) - hScrollPos,
                    ((coor.GetY() - 1) * (TILE_HEIGHT * 0.5) * 1.5f) + ((MAX_MAP_HEIGHT - tileHeight) * (TILE_PIXEL_PER_LAYER)) + TILE_HEIGHT - vScrollPos
                    ));
                pRT->FillRectangle( &region, pBmpTileBrush[ppTile[x]->GetType() + 1]);
                /* Draws tiles' front */
                if((coor.Y - 1) / 2 < mapSizeY - 1) // If we are not in the front row,
                {
                    if(coor.X > 1)
                    {
                        for(int diffH = tileHeight - ppTile[x + mapSizeX - 1]->Getheight(); diffH == 0; diffH--)
                        {
                            pRT->SetTransform(D2D1::Matrix3x2F::Identity());
                            pRT->SetTransform(D2D1::Matrix3x2F::Translation(
                                (coor.GetX() - 1) * (TILE_WIDTH * 0.5) - hScrollPos,
                                ((coor.GetY() - 1) * (TILE_HEIGHT * 0.5) * 1.5f) + ((MAX_MAP_HEIGHT - tileHeight) * (TILE_PIXEL_PER_LAYER)) + TILE_HEIGHT - vScrollPos  + (TILE_HEIGHT * 0.75) + (diffH * TILE_PIXEL_PER_LAYER)
                                ));
                            pRT->FillRectangle( &tFRegion, pBmpTileFrontBrush[ppTile[x]->GetType()]);
                        }
                    }
                    if(((coor.X -1) / 2) + 1 < mapSizeX)
                    {
                        for(int diffH = tileHeight - ppTile[x + mapSizeX]->Getheight(); diffH == 0; diffH--)
                        {
                            pRT->SetTransform(D2D1::Matrix3x2F::Identity());
                            pRT->SetTransform(D2D1::Matrix3x2F::Translation(
                                (coor.GetX() - 1) * (TILE_WIDTH * 0.5) - hScrollPos,
                                ((coor.GetY() - 1) * (TILE_HEIGHT * 0.5) * 1.5f) + ((MAX_MAP_HEIGHT - tileHeight) * (TILE_PIXEL_PER_LAYER)) + TILE_HEIGHT - vScrollPos  + (TILE_HEIGHT * 0.75) + (diffH * TILE_PIXEL_PER_LAYER)
                                ));
                            pRT->FillRectangle( &tFRegion, pBmpTileFrontBrush[ppTile[x]->GetType()]);
                        }
                    }
                    if(coor.X == 1 || (coor.X - 1) / 2 == mapSizeY - 1) // If the tile if at any of left or right edge,
                    {
                        for(int n = ((TH * 1.5) / TPPL) - (ppTile[x + mapSizeY + mapSizeY - 1]->Getheight() - tileHeight); n>=0; n--)
                        {
                            pRT->SetTransform(D2D1::Matrix3x2F::Identity());
                            pRT->SetTransform(D2D1::Matrix3x2F::Translation(
                                (coor.X - 1) * (TILE_WIDTH * 0.5) - hScrollPos,
                                ((coor.Y - 1) * (TILE_HEIGHT * 0.5) * 1.5f) + ((MAX_MAP_HEIGHT - tileHeight) * (TILE_PIXEL_PER_LAYER)) + TILE_HEIGHT - vScrollPos  + (TILE_HEIGHT * 0.75) + (n * TILE_PIXEL_PER_LAYER)
                                ));
                            pRT->FillRectangle( &tFRegion, pBmpTileFrontBrush[ppTile[x]->GetType()]);
                        }
                    }
                }
                else // If we are in the front row
                {
                    for(int h = tileHeight; h >= 0; h--)
                    {
                        pRT->SetTransform(D2D1::Matrix3x2F::Identity());
                        pRT->SetTransform(D2D1::Matrix3x2F::Translation(
                            (coor.GetX() - 1) * (TILE_WIDTH * 0.5) - hScrollPos,
                            ((coor.GetY() - 1) * (TILE_HEIGHT * 0.5) * 1.5f) + ((MAX_MAP_HEIGHT - tileHeight) * (TILE_PIXEL_PER_LAYER)) + TILE_HEIGHT - vScrollPos  + (TILE_HEIGHT * 0.75) + (h * TILE_PIXEL_PER_LAYER)
                            ));
                        pRT->FillRectangle( &tFRegion, pBmpTileFrontBrush[ppTile[x]->GetType()]);
                    }
                }
            }
        }
        pRT->SetAntialiasMode(D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
        hr = pRT->EndDraw();
    }
}

:

Tile* Map::GetClickedTile(short xPos, short yPos)
{
    Tile* pNoClickedTile = NULL;
    int hScrollPos = GetScrollPos(M_HWnd, SB_HORZ);
    int vScrollPos = GetScrollPos(M_HWnd, SB_VERT);
    if(xPos < (mapSizeX * TILE_WIDTH) - hScrollPos) // If the click is within width of the map then...
    {
        Coor coor;
        int height;
        int currentTile;
        int tileDistanceFromTop;

        /* Checks if click is in an odd row of tiles */
        int column = (xPos + hScrollPos) / TILE_WIDTH;
        for (int y=mapSizeY-1; y>=0; y--)
        {
            currentTile = column + (y * (mapSizeX+mapSizeX-1));
            coor = ppTile[currentTile]->Getcoor();
            height = ppTile[currentTile]->Getheight();
            tileDistanceFromTop =   ((coor.Y / 2) * TILE_HEIGHT * 1.5f) + // Distance between two tiles
                                    ( (MAX_MAP_HEIGHT - height) * TILE_PIXEL_PER_LAYER) -
                                    vScrollPos +
                                    SPACE_LEFT_FOR_BACKGROUND;
            /*if (tileDistanceFromTop < 0)                               // If the tile is partially hidden,
                tileDistanceFromTop = tileDistanceFromTop % TILE_HEIGHT;     // then % TILE_HEIGHT*/
            if( yPos > tileDistanceFromTop &&
                yPos < tileDistanceFromTop + TILE_HEIGHT)
            {   
                /* Get relative coordinates */
                int rpx = xPos % TILE_WIDTH;
                int rpy =   ( (yPos - SPACE_LEFT_FOR_BACKGROUND) - 
                            (y * (TILE_HEIGHT /2) ) -
                            ( ( MAX_MAP_HEIGHT - height) * TILE_PIXEL_PER_LAYER) +
                            vScrollPos) %
                            TILE_HEIGHT;
                /* Checks if click is withing area of current tile */
                if (rpy + (rpx / (TILE_WIDTH /16)) > TILE_HEIGHT * 0.25f &&     // if click is Down Right the Upper Left slope and,
                    rpy + (rpx / (TILE_WIDTH /16)) < TILE_HEIGHT * 1.25f &&     // it is UL the LR slope and,
                    rpy - (rpx / (TILE_WIDTH /16)) < TILE_HEIGHT * 0.75f &&     // it is UR the LL slope and,
                    rpy - (rpx / (TILE_WIDTH /16)) > TILE_HEIGHT * -0.25f)      // it is DL the UR slope,
                        return ppTile[currentTile];                             // Then return currentTile
            }
        }

        /* Checks if click is in an even row of tiles */
        column = (xPos + hScrollPos - (TILE_WIDTH/2)) / TILE_WIDTH;
        for (int y=mapSizeY-2; y>=0; y--)
        {
            currentTile = column + (y * (mapSizeX+mapSizeX-1)) + mapSizeX;
            coor = ppTile[currentTile]->Getcoor();
            height = ppTile[currentTile]->Getheight();
            tileDistanceFromTop =   (((coor.Y - 1) / 2) * TILE_HEIGHT * 1.5f) + // Distance between two tiles
                                    ( (MAX_MAP_HEIGHT - height) * TILE_PIXEL_PER_LAYER) +
                                    (TILE_HEIGHT * 0.75) -
                                    vScrollPos +
                                    SPACE_LEFT_FOR_BACKGROUND;
            /*if (tileDistanceFromTop < 0)
                tileDistanceFromTop = tileDistanceFromTop % TILE_HEIGHT;*/
            if( yPos > tileDistanceFromTop &&
                yPos < tileDistanceFromTop + TILE_HEIGHT)
            {   
                /* Get relative coordinates */
                int rpx = xPos % TILE_WIDTH;
                int rpy = (int)((yPos - SPACE_LEFT_FOR_BACKGROUND) - 
                                (y * (TILE_HEIGHT /2) ) -
                                ( ( MAX_MAP_HEIGHT - height) * TILE_PIXEL_PER_LAYER) -
                                (TILE_HEIGHT * 0.675) +
                                vScrollPos) %
                                TILE_HEIGHT;
                /* Checks if click is withing area of current tile */
                if (rpy + (rpx / (TILE_WIDTH /16)) > TILE_HEIGHT * 0.25f &&     // if click is Down Right the Upper Left slope and,
                    rpy + (rpx / (TILE_WIDTH /16)) < TILE_HEIGHT * 1.25f &&     // it is UL the LR slope and,
                    rpy - (rpx / (TILE_WIDTH /16)) < TILE_HEIGHT * 0.75f &&     // it is UR the LL slope and,
                    rpy - (rpx / (TILE_WIDTH /16)) > TILE_HEIGHT * -0.25f)      // it is DL the UR slope,
                        return ppTile[currentTile];                             // Then return currentTile                      // Then return currentTile
            }
        }
    }
    return pNoClickedTile;
}

或者

int Map::GetTileNByCoor(Coor coor)
{
    return ((coor.X / 2 + ((coor.Y - 1) * mapSizeY) - (coor.Y / 2));
}

应该更容易阅读吗?随着我的代码越来越大,我意识到拥有一个干净、易于阅读的代码是多么重要,即使有时不是必要的。有什么技巧可以让上面的代码更简洁呢?

我的一般重构实践通常是这样做的:

  1. 拉出代码中不明显的东西的名称。您可以使用局部变量为小段代码提供定义名称。在上一个例子中,(coor.X / 2 + ((coor.Y - 1) * mapSizeY)代表什么?

    在大多数情况下,最好有一个好的名字,而不是担心存储局部变量(当堆栈离开函数时,它们将被删除,通常你不会太担心这样细粒度的内存空间/代码速度)。

  2. 将执行代码组拉出到方法中。一个好的经验法则是,如果你的函数超过6行代码,你可能会在它里面拿出一个更小的函数。这样你的代码就能更好地理解它实际在做什么。

    一个很常见的例子是循环。你几乎总是可以把循环中的代码拉到它自己的函数中,并使用一个好的描述性名称。

  3. 拉出方法后,您可以将公共共享功能分组到较小的对象中。让较小的物体一起工作总是比让巨大的物体一起工作要好得多。你希望你的每个对象都有一个单独的职责。

相当扎实的代码,做得很好。我会考虑:

  • 在高层注释函数本身,然后为代码中所有重要的块和任何异常棘手的块添加更好的注释。

  • 使用描述性const或#定义你正在使用的所有魔术变量。为什么要乘以0.675?0.675代表什么?同0.25、1.25、-0.25等

  • 将"检查是否单击在当前tile的区域内"测试(和其他)转换为您调用的单独方法,例如isClickInsideTile(x,y,tile)。

  • 添加调试跟踪,以便下一个负责人可以启用调试以获得诊断