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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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Toc

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 explored the four foundational pillars of OOP: abstraction, encapsulation, inheritance, and polymorphism. We illustrated their application through the development of a LootCrate class in a game project. Abstraction was highlighted as the essential process of simplifying complex systems, enabling us to focus on the relevant aspects of a class while hiding unnecessary details. By abstracting a new LootCrate class, we identified its main features and behaviors, such as the ability to drop items with a specified drop rate. This helps in making the game more engaging for players. This abstraction clarified not only the class’s purpose but also how it should interact with other parts of the game, providing a clear roadmap for its implementation.

Following abstraction, we talked about encapsulation, which protects the internal state of objects and ensures that only necessary interfaces are exposed to other parts of the application. This principle was...

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