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c-gibson-s

Lua implementation..

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Ok so i am working on making my 2D tile engine (SDL, VC++) have a more data driven approach, maybe for later portability, but i am having a problem implementing the Lua code. I want to make it so i only have one instance of the ScriptManager class. The way my engine is set up is that all my different classes (Object, ActiveObj, Player, Map, AI, Collision, etc..) feed into an EngineManager class, so it is the only class that actually interfaces with the main game loop. Right now i have no idea how to get the script class to be able to handle all of the different classes with just one instance, becuase every class accesses it. I would do more instances but i dont want to have them stepping on each others toes so to say..so how would i go about putting this together? thanks, btw.

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How do the classes interact with the script class that makes it hard to do one instance of the script class?

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