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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

Summary

In this chapter, we learned how to implement cross-fading transitions in background music using the Service Locator pattern in Godot Engine. The Service Locator pattern is useful when we need to centralize access to services in a way that decouples user classes from the specific implementations of those services. We explored how the pattern provides a centralized access point to shared services, making it easier for various parts of the game to perform operations such as playing or managing background music without directly interacting with the underlying AudioStreamPlayer nodes.

The core of this chapter focused on creating a system that can handle smooth transitions between background music tracks, a feature often needed in games to adapt the atmosphere based on gameplay events. We began by designing a service locator class, BackgroundMusicLocator, which was responsible for managing cross-fade transitions. This class dynamically controlled the AudioStreamPlayer nodes, fading...

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