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I'm currently developing a 2D Jump'n'Run and the situation is the following: The player has different weapons he can collect and is then able to shoot the weapon's projectiles (laser, rockets, whatever). In my previous game (space shooter) I just had a manager class for all the weapon-shots, it stored them in a container and then updates and draws every single one. When the "shoot-event" occurred, the "ProjectileManager" was notified and it added the wanted projectile.

The input for player action is handled in the player-class, so the player would have to know the manager to call the function of the manager. I also have a collisionManager, that checks for collisions between, for example, enemies and the projectiles and then notifies these objects.

However, I somehow have the feeling, that I shouldn't use this approach and that there might be a better way to handle this. I know, the question is a bit vague, I'm pretty much just looking for input and ideas to improve my design.

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Please see the FAQ about what types of questions to ask here. Specifically this part of it: "You should only ask practical, answerable questions based on actual problems that you face. Chatty, open-ended questions diminish the usefulness of our site" This is an open ended question. – Byte56 Dec 15 '12 at 21:35
Do the simplest thing that works! – Artur Czajka Dec 20 '12 at 21:43

closed as not a real question by Byte56, Josh Petrie, Trevor Powell, Tetrad Dec 24 '12 at 20:18

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, see the FAQ.

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