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Asked: May 11, 20262026-05-11T08:46:57+00:00 2026-05-11T08:46:57+00:00

I’m trying to design a simple game —Pong, Arkanoid— using strictly Proper OO, whatever

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I’m trying to design a simple game —Pong, Arkanoid— using strictly ‘Proper OO’, whatever that means.

So, by designing myself to death, I’m trying to get to a point where I’ll know what to do or not do next time…

Who should handle, for example, colissions? And scorekeeping?

My first idea was giving a couple jobs to the ball, but that started expanding exponentially into a god object: The ball’d know where it is, who it crashed into, and report to the scorekeeping objects.

And that’s too much for the poor ball.

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  1. 2026-05-11T08:46:58+00:00Added an answer on May 11, 2026 at 8:46 am

    rule of thumb:

    • if an object logically owns all of the state involved, then it owns the methods that use that state
    • if a method requires state from more than one object:
      • if a container object owns all of the objects used by the method, then it owns the method, too
      • otherwise you need a ‘bridge’ object to own the utility method
      • unless there is a strong argument for one object to be the ‘controller’ for the method (can’t think of an example offhand though)

    in your case, the ‘gameboard’ or ‘game environment’ would probably have a ‘game physics’ class (or group of methods) that owned the collision-detection (utility/bridge) methods

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