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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

Extending an object’s behaviors with inheritance

Here we are at our discussion of one of the core features of OOP. The ability to reference and implement a class by simply inheriting its behaviors and properties is what we’ll be talking about here. Loved by few, criticized by many, inheritance is usually what comes to developers’ minds when we talk about OOP, even though this paradigm is more about bundling data and procedures into the same data structure. Inheritance is the trademark feature of OOP.

One of the main critiques of inheritance is that, by definition, it creates a hard coupling between classes, namely the super-class and the subclass (or parent class and child class, or general class and specialized class). Usually, people are against coupling classes because it makes it harder to maintain them once the project starts to scale. A simple change in a class may break its user classes’ code. This can be mitigated with good interfaces. Again,...

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