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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

Creating complex scenes by composing with nodes

Godot Engine almost equally emphasizes the importance of both approaches, inheritance and composition. By default, you need to compose your scenes using the available default nodes. Then, you specialize, in other words, extend or inherit, them. For example, let’s understand how the player’s avatar scene was built up by a mix of these techniques. Usually, it all starts by laying down the general features using a composition of nodes, and then you extend their behaviors with scripts:

Figure 4.1 – The KingPigPlayer2D scene’s hierarchy composed of fifteen nodes

Figure 4.1 – The KingPigPlayer2D scene’s hierarchy composed of fifteen nodes

Notice that there are certain nodes and compositions that may not make sense at first glance, even the default ones. For instance, why don’t the Area2D nodes allow us to set a Shape2D directly? Why do we need to make a composition together with the CollisionShape2D node? The simple answer is that this way the CollisionObject2D...

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