{"action":"closed","issue":{"url":"https://api.github.com/repos/godotengine/godot/issues/24346","repository_url":"https://api.github.com/repos/godotengine/godot","labels_url":"https://api.github.com/repos/godotengine/godot/issues/24346/labels{/name}","comments_url":"https://api.github.com/repos/godotengine/godot/issues/24346/comments","events_url":"https://api.github.com/repos/godotengine/godot/issues/24346/events","html_url":"https://github.com/godotengine/godot/issues/24346","id":391110165,"node_id":"MDU6SXNzdWUzOTExMTAxNjU=","number":24346,"title":"How to avoid projects becoming too interconnected","user":{"login":"Jummit","id":28286961,"node_id":"MDQ6VXNlcjI4Mjg2OTYx","avatar_url":"https://avatars2.githubusercontent.com/u/28286961?v=4","gravatar_id":"","url":"https://api.github.com/users/Jummit","html_url":"https://github.com/Jummit","followers_url":"https://api.github.com/users/Jummit/followers","following_url":"https://api.github.com/users/Jummit/following{/other_user}","gists_url":"https://api.github.com/users/Jummit/gists{/gist_id}","starred_url":"https://api.github.com/users/Jummit/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Jummit/subscriptions","organizations_url":"https://api.github.com/users/Jummit/orgs","repos_url":"https://api.github.com/users/Jummit/repos","events_url":"https://api.github.com/users/Jummit/events{/privacy}","received_events_url":"https://api.github.com/users/Jummit/received_events","type":"User","site_admin":false},"labels":[],"state":"closed","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":3,"created_at":"2018-12-14T13:25:13Z","updated_at":"2018-12-14T15:42:11Z","closed_at":"2018-12-14T15:42:11Z","author_association":"NONE","body":"It's generally not a good idea to have objects interact with one another too much in programming, but In Godot it's nearly unavoidable for me.\r\nWhere you would have a single class (for example a player), you have a tree of nodes you have to interact with. In the case of a player class I would just do `player.texture = bar`, but in Godot it would be `player.get_node(\"Sprite\").texture = bar`, which only gets longer for larger objects like UI, large levels and complex objects. If I would change my tree just a little bit everything would break and I would have to change much of my code, which is the primary reason you avoid interconnectivity.\r\nThere may be some programming patterns which help with this problem, if you know one please let me know."}}
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