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Hands-On Design Patterns with Kotlin

You're reading from   Hands-On Design Patterns with Kotlin Build scalable applications using traditional, reactive, and concurrent design patterns in Kotlin

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Product type Paperback
Published in Jun 2018
Publisher Packt
ISBN-13 9781788998017
Length 310 pages
Edition 1st Edition
Languages
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Author (1):
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Alexey Soshin Alexey Soshin
Author Profile Icon Alexey Soshin
Alexey Soshin
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Table of Contents (13) Chapters Close

Preface 1. Getting Started with Kotlin FREE CHAPTER 2. Working with Creational Patterns 3. Understanding Structural Patterns 4. Getting Familiar with Behavioral Patterns 5. Functional Programming 6. Streaming Your Data 7. Staying Reactive 8. Threads and Coroutines 9. Designed for Concurrency 10. Idioms and Anti-Patterns 11. Reactive Microservices with Kotlin 12. Other Books You May Enjoy

Strategy

Remember Maronic, the platformer we were designing in Chapter 3, Understanding Structural Patterns, while discussing the Facade design pattern?

Well, canary Michael, who acts as a game designer in our small indie game development company, came up with a great idea. What if we were to give our hero an arsenal of weapons to protect us from those horrible carnivorous snails?

Weapons all shoot projectiles (you don't want to get close to those dangerous snails) in the direction our hero is facing:

enum class Direction {
LEFT, RIGHT
}

All projectiles should have a pair of coordinates (our game is 2D, remember?) and a direction:

abstract class Projectile(private val x: Int,
private val y: Int,
private val direction: Direction)

If we were to shoot only one type of projectile, that would be simple, since we already covered...

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