Summary
In this chapter, we learned that changing the behavior of objects using the State pattern allows for more manageable and scalable code. The State pattern is a behavioral design pattern that helps an object alter its behavior when its internal state changes. This pattern provides a cleaner and more organized way to handle state transitions compared to using numerous conditional statements. Each state is represented as a separate class, and the context object delegates state-specific behavior to these classes. By encapsulating state-related behavior, we achieve better code maintainability.
On top of that, the chapter illustrated how state transitions can be implemented in Godot Engine. We explored how to use the AnimationTree
node to handle animations and transitions based on the object’s state. Advance expressions were introduced as a way to create more complex transition conditions. These expressions are logical statements that return true
or false
, allowing for dynamic...