In this section of the book, we will review some fundamental patterns and use them to build our game's core systems and mechanics.
This section comprises the following chapters:
- Chapter 4, Implementing a Game Manager with the Singleton
- Chapter 5, Managing Character States with the State Pattern
- Chapter 6, Managing Game Events with the Event Bus
- Chapter 7, Implementing a Replay System with the Command Pattern
- Chapter 8, Optimizing with the Object Pool Pattern
- Chapter 9, Decoupling Components with the Observer Pattern
- Chapter 10, Implementing Power-Ups with the Visitor Pattern
- Chapter 11, Implementing a Drone with the Strategy Pattern
- Chapter 12, Using the Decorator to Implement a Weapon System
- Chapter 13, Implementing a Level Editor with Spatial Partition