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Game Development Patterns and Best Practices

You're reading from   Game Development Patterns and Best Practices Better games, less hassle

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781787127838
Length 394 pages
Edition 1st Edition
Languages
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Authors (2):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
Matt Casanova Matt Casanova
Author Profile Icon Matt Casanova
Matt Casanova
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Table of Contents (13) Chapters Close

Preface 1. Introduction to Design Patterns FREE CHAPTER 2. One Instance to Rule Them All - Singletons 3. Creating Flexibility with the Component Object Model 4. Artificial Intelligence Using the State Pattern 5. Decoupling Code via the Factory Method Pattern 6. Creating Objects with the Prototype Pattern 7. Improving Performance with Object Pools 8. Controlling the UI via the Command Pattern 9. Decoupling Gameplay via the Observer Pattern 10. Sharing Objects with the Flyweight Pattern 11. Understanding Graphics and Animation 12. Best Practices

The Strategy pattern and the Decorator pattern


We saw that in trying to be more flexible with our game object, a lot of behavior was factored into the base class. We also said that it would be nice to attach a behavior at runtime and have it detach itself when we are done with it.

There are actually two design patterns that have the potential to help our design, the Strategy pattern and the Decorator pattern. The Strategy pattern is all about encapsulating sets of behaviors instead of inheriting. The Decorator pattern is all about dynamically adding responsibilities as needed.

The Strategy pattern explained

The Strategy pattern is about encapsulating a set of behaviors and having the client control the behavior through an interface, instead of hardcoding the behavior into the client function itself. What this means is that we want the game object to be completely independent of the behavior it uses. Imagine that we want to give each enemy a different attack and flight AI. We could use the Strategy...

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