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Editorial Team
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Editorial Team
Asked: June 9, 20262026-06-09T08:32:17+00:00 2026-06-09T08:32:17+00:00

I’m making a small rpg game, and have implemented a sort of observer design

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I’m making a small rpg game, and have implemented a sort of observer design pattern for event driven communication between objects. I have an EventManager that registers listeners, accepts new events, and dispatches events. The issue is that every object that needs to send or receive events requires an instance of EventManager to call addEvent() or register(). Since almost every object in my program will be using this system (to decrease coupling and avoid data modification errors) I need a good way to access it.

Currently I’m passing the reference explicitly to tons of objects in their constructors and methods, but as scale increases this is getting messier. Especially since I’m beginning to need it in objects like Character, and characters are not constructed in-game; they are deserialized from a data file.

I know global variable are bad design in general, but these are the options I can see, all of which are criticized:

a) make every field and method in EventManager static

b) go with a singleton design

c) make a public static EventManager

Any ideas? Thanks

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  1. Editorial Team
    Editorial Team
    2026-06-09T08:32:19+00:00Added an answer on June 9, 2026 at 8:32 am

    Actually, what you’re doing currently is best practice. Dependency injection is important, not only for modularity, but also for testing. You can reduce the burden of passing the parameter around by using factories.

    If you were to use global variables (Which you shouldn’t), the way to do it in Java is static public fields of some class.

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