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Game Development Patterns and Best Practices

You're reading from   Game Development Patterns and Best Practices Better games, less hassle

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781787127838
Length 394 pages
Edition 1st Edition
Languages
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Authors (2):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
Matt Casanova Matt Casanova
Author Profile Icon Matt Casanova
Matt Casanova
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Table of Contents (13) Chapters Close

Preface 1. Introduction to Design Patterns 2. One Instance to Rule Them All - Singletons FREE CHAPTER 3. Creating Flexibility with the Component Object Model 4. Artificial Intelligence Using the State Pattern 5. Decoupling Code via the Factory Method Pattern 6. Creating Objects with the Prototype Pattern 7. Improving Performance with Object Pools 8. Controlling the UI via the Command Pattern 9. Decoupling Gameplay via the Observer Pattern 10. Sharing Objects with the Flyweight Pattern 11. Understanding Graphics and Animation 12. Best Practices

Artificial Intelligence Using the State Pattern

In the last chapter, we discussed the Component Object Model. Giving an entity a behavior is now as simple as just creating a new component and having that control the game object.

Whenever someone starts to make a game, they begin by writing gameplay code. That is the fun stuff. Everyone wants to see graphics and physics take effect on screen. Things such as a pause screen, options menu, or even a second level are an afterthought. The same happens for organizing the behaviors of a player. Programmers are excited to make a player jump and make a player dash, but with each new ability a player has, there are combinations that you may want to disallow. For example, the player might not be allowed to dash while jumping, or may only be able to dash every 3 seconds. The State pattern solves these problems.

By coding the Game State Manager first, the problem of switching...

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