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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

Understanding the Strategy pattern

To understand the Strategy pattern, we need to understand the main advantage of using the Object-oriented programming (OOP) paradigm. In Chapter 1, we learned that this paradigm presents a data structure called objects that bundles data and behavior together to allow its algorithm to have direct access to the data and mutate it according to its responsibilities. We also learned that one of OOP’s main features is inheritance, but instead of abusing it, we should use it purposefully and always favor composition over inheritance. By doing that, we decouple the object’s functionalities from its class, whereas by using inheritance, we always bind – or rather, couple – a subclass with its superclass, instead of turning them into individual classes that can be composed by having them become users of different other classes.

In Chapter 8, we learned how to turn the object’s states into interchangeable classes that we...

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