In your draw loop you have nested exception handling. The inner layer seems to simply be a way to capture changes in the list of drawables. It might be better to at least simply lock this list. Save catching exceptions for things you can do nothing about.
Good idea! Perhaps I should verify if the list is the same, and if it isn't, add new objects to a separate list, and when ended adding them back to the list.
Another one is your collision test. I am not sure I understand the size check before testing; it would cause only matching sized rectangles to collide.
Yeah... I still haven't got really working on the collision, as I were too focused on important stuff. Thanks for the feedback anyway!
min_a = objectpoint1
max_a = objectpoint1 + objectsize1
min_b = objectpoint2
max_b = objectpoint2 + objectsize2
and test (min_a < max_b && max_a > min_b)
(may want them to be <= and/or >= to get edges). It will also work in any dimension for any axis aligned bit of geometry.
Thanks! I'll use it.
I realise it is very early, but it may also be handy to split up the file. Looks like you have an entity/drawable, a camera and a scene/drawlist all sort of mixed together. There is a dozen different ways break them up (all a matter of preference & goals), but you will quickly find things daunting if you don't do it early.
Yeah, I plan to split it up on the future, but right now I don't think it is time, as you said too.
Thanks for the feedback!
I'll surely update it right now and make it better.