In this chapter, we took a hands-off approach and reviewed how to build a basic level editor while using the broad ideas of the Spatial Partition pattern. Our goal wasn't to be faithful to standard definitions of the pattern. Instead, we use it as a starting point to build our system. I encourage you to take the time to review the code in the /FPP folder and refactor it to make it better.
In the next chapter, we will review some alternative patterns that are good to know but have general use cases. Therefore, compared to the previous chapters, the use cases will have a broader scope without being specific to a game mechanic or system. The first pattern that we will tackle is the Adapter pattern. As its name implies, we will use it to integrate an adapter between two incompatible systems.