So tonight was a bit of a waste, but not really.
My code was already starting to get bloated. I was hoping I could get away with bloated/disorganized code for the alpha/demo of Interstellaria, but it turns out I can’t. I had to go back in and completely redo the organization of the objects as well as recode some objects.
The platformer is a lot more simple in management, so I’m not as concerned. HOWEVER, there are a lot of things going on with the space phase. I had to go from a single layer with some objects to a bunch of managers. Heres how it works right now:
INPUT MANAGER <-- handles all input from the mouse. Prevents clicking the UI and moving the player at the same time for example CREW MANAGER <-- handles the movement and functions of the crewmen. Really needed this one as the crew functions were getting a bit out of hand. SHIP MANAGER <-- not as essential, but still useful. It takes care of the stations and updating them. SPACE UI <-- handles all the guns, statuses, and what have you. All these have data which are parsed/passed by the game layer. Lots of data passed from crew/ship to the UI for example. Everything reports to the input manager which keeps me from double clicking bugs. All in all, It seems to be working well. If this is the wrong way to go about this let me know!