Summary
In this chapter, we learned about the implementation of actors in our game using the Command pattern, which is a powerful design pattern that decouples the sender of a request from its receiver. This decoupling allows for more flexible and maintainable code, especially as the complexity of interactions in the game increases.
We began by discussing the fundamentals of the Command pattern, including how commands are created and executed, and the advantages of using this pattern, such as the ability to queue, log, and undo actions. The chapter provided practical examples to help you grasp these concepts and illustrated how to apply them within the context of a game developed using the Godot Engine.
The Command pattern was then applied to control the actions of different actors in the game, such as player characters and enemies. We explored how this pattern can be used to manage actions such as moving, attacking, and interacting with objects, which are crucial to gameplay...