Strategy Pattern Example: Battle Game


The Strategy pattern is a behavioral design pattern that allows you to define a family of algorithms, encapsulate each one, and make them interchangeable. This pattern allows you to switch between algorithms at runtime without affecting the calling code.


  1. Improved code organization by separating the algorithms from the code that uses them.
  2. Easy to add new strategies without modifying the calling code.
  3. Promotes the Open/Closed Principle, as the calling code is open for extension but closed for modification.


  1. Increases the number of classes and objects in the system.
  2. Clients must be aware of different strategies and their trade-offs.
  3. Can be overkill for simple use cases.

This example demonstrates the Strategy design pattern by implementing a simple game where a player can choose between different attack strategies to defeat an enemy. The attack strategies (SwordAttack, BowAttack, and MagicAttack) are encapsulated and interchangeable, allowing the player to switch between them at runtime without affecting the calling code.