# Proper architecture for composite game objects

**URL:** <https://phaser.discourse.group/t/proper-architecture-for-composite-game-objects/7246>\
**Category:** Phaser 3\
**Created:** [August 22, 2020, 6:02pm UTC](https://phaser.discourse.group/t/proper-architecture-for-composite-game-objects/7246 "2020-08-22T18:02:03Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Siri0n](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/siri0n/32/3914_2.png) [@Siri0n](https://phaser.discourse.group/u/Siri0n)\
**Post date:** [August 22, 2020, 6:02pm UTC](https://phaser.discourse.group/t/proper-architecture-for-composite-game-objects/7246/1 "2020-08-22T18:02:03Z")

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Hi folks. I’m new with Phaser and not too experienced with gamedev. I’m curious how should I handle multiple game objects which are parts of some logical whole.

For example: I have character consisting of two sprites. head and body. What is a proper way to code it? Should I subclass Game Object and use composition? Or should I use composition with vanilla object? Or something else? What is Phaser-way?

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**Author:** ![Siri0n](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/siri0n/32/3914_2.png) [@Siri0n](https://phaser.discourse.group/u/Siri0n)\
**Post date:** [August 23, 2020, 9:08am UTC](https://phaser.discourse.group/t/proper-architecture-for-composite-game-objects/7246/2 "2020-08-23T09:08:05Z")

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Sorry. Somehow I missed similar topic
