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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

Changing Object Behavior with the State Pattern

The State pattern is usually associated with the idea of Finite State Machines (FSMs), a mathematical model of computation, but these are two different terms. While the FSM is a set of abstractions that help us create models for possible states in which a given machine can be, the State pattern is an Object-Oriented Programming (OOP) approach to abstract object states as objects. After these abstractions, you can implement an FSM to integrate these states and add transitions between one another. But just take note that the State pattern, besides being closely related to the FSM, is just the idea of encapsulating an object’s state into a new class and, with that, being able to change the object’s behavior in runtime.

Remember, an object’s state is just the set of values of the object’s properties, and by applying the State pattern, we explicitly give name and meaning to specific states in which an object...

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