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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 FREE CHAPTER
2. Chapter 1: Understanding Object-Oriented Design 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

Unbloating objects with the SRP

When we talk about making good code bases, the SRP is the main principle for designing cohesive and focused classes. It helps us create classes that are cleaner but also easier to manage and extend. At its core, the SRP states that a class should have one, and only one reason, to change. This means that when adding or removing functionalities to this class, you should always ask yourself: Does this deviate from this class’ purpose? Does this help it perform its core function? In that sense, the SRP helps us encapsulate a single responsibility or functionality.

This principle challenges the common inclination to create bloated classes with “jack-of-all-trades” purposes that handle multiple aspects of a game. A bloated class is a class that has become overly large and complex, often containing too many responsibilities, methods, or properties. This can lead to difficult maintenance and testing, and potential bugs, as the class tries...

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