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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
Author Profile Icon Henrique Campos
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

Implementing the Command pattern in Godot

In this section, we will put the Command pattern into practice by paving the way for an AI system that takes the Bumping Pig enemy actions and turns them into commands that we can map to an interface. This all boils down to our game designer’s request, as they want to quickly test new behaviors for the Bumping Pig enemy and would like to put them into context instead of creating fake testing scenes.

Let’s see what they want so we understand their issues and goals and help them:

Hey there, it’s me again, the game designer.

You did an excellent job with that state thing. Having the Bumping Pig delegate all its actions to the states really helped me have more control over what is possible in each state. Though, there’s a lot of duplicate code now. But I think it paid off.

I also managed to understand how to use the AnimationTree’s state machine! I managed to make one new animation node. I...

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