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ویرایش:
نویسندگان: Henrique Campos
سری:
ISBN (شابک) : 9781835880289
ناشر:
سال نشر: 2024
تعداد صفحات: [304]
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 5 Mb
در صورت تبدیل فایل کتاب Game Development Patterns with Godot 4 به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب الگوهای توسعه بازی با Godot 4 نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Copyright Contributors Table of Contents Preface Part 1: Object-Oriented Design Principles Chapter 1: Understanding Object-Oriented Design Technical requirements Learning the basics of OOP Complying with the principles of OOP Designing games with OOP Turning your design into an object in Godot Engine Summary Chapter 2: Learning the Four Fundamental Pillars Technical requirements Simplifying complex systems with abstraction Scoping properties and methods with encapsulation Extending an object’s behaviors with inheritance Maintaining compatibility with polymorphism Summary Chapter 3: Creating SOLID Design Solutions Unbloating objects with the SRP Maintaining and extending objects with the OCP Ensuring compatibility with the LSP Creating components with the ISP Making high-level abstractions with the DIP Summary Chapter 4: Favoring Composition Over Inheritance Technical requirements Understanding the composition approach Creating complex scenes by composing with nodes Turning a behavior into a component Making games by composing with scenes Creating the LootBumpingPig Summary Part 2: Basic Design Patterns Chapter 5: Maintaining Global States with the Singleton Pattern Technical requirements Understanding the Singleton pattern Spotting use cases of singletons in games Maintaining players’ data throughout the game states Playing background music without interruptions Using third-party APIs and plugins Accessing the engine’s built-in features Implementing the Singleton pattern in Godot Understanding the designer’s request Creating the score system Implementing the multi-door teleporting system Summary Chapter 6: Decoupling Objects with the Observer Pattern Technical requirements Understanding the Observer pattern Spotting use cases for the Observer pattern Implementing the Observer pattern in Godot Integrating the player’s health interface Summary Chapter 7: Spawning Game Objects with the Factory Pattern Technical requirements Understanding the Factory pattern Spotting use cases for the Factory pattern Implementing the Factory pattern in Godot Creating the Node2DFactory class Using Node2DFactory in our game Summary Chapter 8: Changing Object Behavior with the State Pattern Technical requirements Understanding the State pattern Spotting use cases of the State pattern in games Implementing the State pattern in Godot Understanding the designer’s requirements Implementing an FSM with animations Handling state-specific behaviors with the State pattern Summary Chapter 9: Designing Actors with the Command Pattern Technical requirements Understanding the Command pattern Spotting use cases for the Command pattern Using commands such as undo/redo in level editors Queuing commands in real-time strategy games Creating strategic encounters in role-player games Making template behaviors in RPGs Backtracking actions in tactical RPG battles Implementing the Command pattern in Godot Evaluating the game designer’s changes Creating the BumpingPig commands Using commands with buttons Implementing the concrete commands Mapping the commands to buttons Designing the Bumping Pig brain Summary Part 3: Advanced Design Patterns Chapter 10: Implementing AI with the Strategy Pattern Technical requirements Understanding the Strategy pattern Spotting use cases for the Strategy pattern Implementing the Strategy pattern in Godot Creating the InteractionStrategy family Using the target object to provide a strategy Cleaning up the Brain class with strategy executions Implementing interaction strategies Summary Chapter 11: Creating a Power-Up System with the Decorator Pattern Technical requirements Understanding the Decorator pattern Spotting use cases for the Decorator pattern Implementing the Decorator pattern in Godot Engine Turning properties into the Stats class Creating our StatsDecorator class Wrapping Stats with the power-ups Singleton Using Diamond objects to add power-ups Summary Chapter 12: Cross-Fading Transitions with the Service Locator Pattern Technical requirements Understanding the Service Locator pattern Spotting use cases for the Service Locator pattern Implementing the Service Locator pattern in Godot Engine Creating the BackgroundMusic Service Locator Using the BackgroundMusic Service Locator Summary Chapter 13: Improving Game Feel with the Event Queue Pattern Technical requirements Understanding the Event Queue pattern Spotting use cases for the Event Queue pattern Implementing the Event Queue pattern in Godot Storing input events with an input buffer Buffering and processing jumps Summary Index Other Books You May Enjoy