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Game Development Patterns with Godot 4

You're reading from   Game Development Patterns with Godot 4 Create resilient game systems using industry-standard solutions in Godot

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Product type Paperback
Published in Jan 2025
Publisher Packt
ISBN-13 9781835880289
Length 304 pages
Edition 1st Edition
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Author (1):
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Henrique Campos Henrique Campos
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Henrique Campos
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Table of Contents (19) Chapters Close

Preface 1. Part 1: Object-Oriented Design Principles
2. Chapter 1: Understanding Object-Oriented Design FREE CHAPTER 3. Chapter 2: Learning the Four Fundamental Pillars 4. Chapter 3: Creating SOLID Design Solutions 5. Chapter 4: Favoring Composition Over Inheritance 6. Part 2: Basic Design Patterns
7. Chapter 5: Maintaining Global States with the Singleton Pattern 8. Chapter 6: Decoupling Objects with the Observer Pattern 9. Chapter 7: Spawning Game Objects with the Factory Pattern 10. Chapter 8: Changing Object Behavior with the State Pattern 11. Chapter 9: Designing Actors with the Command Pattern 12. Part 3: Advanced Design Patterns
13. Chapter 10: Implementing AI with the Strategy Pattern 14. Chapter 11: Creating a Power-Up System with the Decorator Pattern 15. Chapter 12: Cross-Fading Transitions with the Service Locator Pattern 16. Chapter 13: Improving Game Feel with the Event Queue Pattern 17. Index 18. Other Books You May Enjoy

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...

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