The opinion that OOP is a bad approach here (and in most contexts outside of massive corporate monoliths) is fine! The problem is the approach you took in conveying that. You could've opened with a comment like the one you wrote later, where you provide examples that OP could look at to learn and understand why they should change approach, but you instead decided to do it by just telling them they don't deserve help because of that.BrotSagtMist wrote: ↑Mon Apr 10, 2023 5:02 am Flamebait my ass, he asked for opinion, no?
And my opinion is that you should not waste your time trying to make code running that should not be in you game at the first place.
When you do stuff like that--no matter how good a point you may have--you're making it actively harder for the recipient to accept and learn from your feedback, putting the onus of dealing with that on the recipient instead of taking an extra minute to rephrase your post constructively. That doesn't mean people can't learn from it (I get this kind of feedback sometimes and I've learned to roll with it), but it makes it much less likely they will. If you care about helping others I recommend giving your critiques a second pass before hitting 'Submit'.
Anyway, back on topic: While as I said above I agree that OOP doesn't do you any good here, I also agree with the other main response that it doesn't really matter how you succeed as long as you get there without breaking anything. Many shipped games, including multi-million dollar franchises, have very crusty code running underneath that you never see because you only see the results of the code. That's not to say that there aren't lessons to be learned about code architecture and best practices, but it's hard to convey those lessons on very small 'just starting out' projects. Much of software design is concerned with ensuring code 'grows' cleanly, either in terms of complexity or workload, and very minimal projects don't really run into such barriers.
Personally, if your goal is to try and figure out the 'best way' to do things I'd recommend looking to the community for examples of projects they feel are well-written (and why, if they're in the mood to explain!) and studying those.