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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

Spotting use cases for the Event Queue pattern

As we saw in the previous section, there are numerous examples of the Event Queue pattern in game systems. Since it is a versatile pattern that allows us to create abstract queues of events, where events can be anything in our game, the usage of this pattern becomes clouded by its potential. In this section, we will see some concrete use cases so things become clearer for us. Maybe one of the following examples is exactly what you are looking for in your next project!

The Event Queue pattern plays a core role in games like turn-based strategy titles by making sure that turn resolution happens in a predictable order. When players in a strategy games issue commands such as moving units or attacking, these actions trigger a series of events such as animations and sub-events that occur as a consequence of these main actions. This provides a clear structure for players’ strategies, allowing the game to resolve each event step by step...

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