llHate It's great to hear that your project is growing, and it's natural to have questions and doubts as you continue to develop your skills. Let's go through your examples and discuss the various approaches you've mentioned:
Example 1: A class that needs variables from another class.
Constants: Constants are suitable when you have values that won't change during runtime. If you need to change these values during runtime, they are not suitable.
Static Variables: Static variables can work well for this purpose. They provide a way to share data between instances of a class without having to create a new instance every time. They generally have minimal overhead, and their memory usage is low.
Autoload: Adding variables to an already created autoload is a reasonable option if you want to share data between different parts of your game. Just ensure you don't clutter your autoload with too many variables.
Signals: Using signals primarily for sharing variables isn't a typical use case. Signals are more suitable for communication between objects or components. They are better for responding to events or changes in state rather than simple variable sharing.
Add the instance of the class as a variable: This is a common approach when you need to access several variables or methods from another class. It's more flexible than the other options as it allows you to access any part of the class instance. You would use this when you need more than just a few variables or when you want the flexibility to access methods and variables freely.
Choose the method that fits your specific use case. If you only need a couple of variables and don't expect them to change frequently, static variables can be a clean and efficient solution.
Example 2: A class that needs variables and methods from another class.
Storing the instance of the class in a variable is a common and practical approach. Here are some differences between this approach, calling a method from an Autoload, and using a static function:
Instance Variable: When you store an instance in a variable, you have direct access to its variables and methods. This provides maximum flexibility but might involve some memory overhead for the instance itself.
Autoload: If you call a method from an Autoload, you are essentially accessing a global function. This approach is suitable when you need to access the method from various parts of your game. It doesn't involve memory overhead like storing an instance, but it's less flexible since you can only access methods, not variables.
Static Function: Static functions are typically used for utility functions that don't require access to an instance's variables. They are not intended for accessing instance-specific data or methods. Use them when you have a function that doesn't rely on instance-specific data.
Choose the approach that best fits your needs. If you need both variables and methods from another class and want flexibility, storing the instance in a variable is often a good choice.
Example 3: Storing a function's return value instead of using it directly.
In your example, you're storing values from a dictionary into separate variables before using them. While this does incur some additional memory overhead, it can enhance code readability, which is often a good trade-off.
The memory overhead here depends on the size of the data being copied. For small pieces of data, like strings, integers, or floats, the overhead is usually negligible. Prioritizing code readability can make your code more maintainable and easier to understand, which is important for long-term development.
Example 4: Choosing between PackedVector2Array and Array for iteration.
PackedVector2Array: Packed arrays are memory-efficient because they store data in a more compact format. However, accessing data from them can be slower than from a regular array because they need to unpack the data on access. They are beneficial when memory usage is a concern, and you don't need to frequently access the data in a performance-critical manner.
Array: Regular arrays are less memory-efficient but offer faster access times since the data is stored in a more straightforward format. Use regular arrays when you need fast and frequent access to the data, and memory usage is not a significant concern.
In practice, the choice between these two types of arrays should be based on your specific performance and memory requirements. If your game has many elements, and memory usage becomes an issue, consider using packed arrays. Otherwise, regular arrays are often sufficient and more straightforward to work with. Always profile your code to identify potential performance bottlenecks and make informed decisions based on the actual needs of your project.