though planning to take some courses to enrich myself
Programming courses are generally bad. Just find free stuff online and mess with it on your own.
So in regurnds* to Quogue**, I need to restructure my objects a lot. Currently, for collision detection, I have a bunch of loose functions. checkWallCollision, checkFloorCollision, etc. For check what the current player is running into. However, in this particular case, I also have projectiles, which should have their own wall/player collision detection routines. One possibility is overloading the function, which is sort of a kludge and not really expandable and not at all reusable.
Again this is something where proper inheritance would make things easier. I can think of some pointery wizardfuck*** to emulize it though. We shall see.
Also moving my input functions from MoveFunctions.bas to InputFunctions.bas is breaking them and I can't tell why because I'm just copying and pasting exactly :/
Fixed this. Apparently MoveFunctions.bi had a mismatch in the function declaration in the header and in the definition. Predictably, this was causing the linker to freak out. Less predictably, it was causing the compiler to say something was wrong an an entirely different header.
So if moving stuff around broke it, honest to god, why was it even running in the first place :(
I need to restructure my code. The fewer variable I have to pass the better.
* This is a portmanteau but I forgot what it's made of :<
** also a portmanteau. This means Quake-Rogue.
*** Ahem. I believe that you can get a similar effect using composition instead of inheritance. That is to say, I'd have a base actor class that has, as a component, one or more more specific... classes. So instead of having Dog and Cat inhereit from Animal, I'd have Animal either be made of a dog or a cat. Sort of. IDK :T