Separate your display code from your game logic.

One thing that I see frequently is people inheriting
directly from movie clips for their game objects. This
is bad because it encourages overuse of inheritance,
and makes display/game logic separation harder.

Usually, I'll have my game object as separate items,
with their own x and y properties, then a viewport
object for determining where you're looking. To
determine what gets displayed, I'll check to see if
the game object is within half a screen distance from
the viewport, and if it is, and not already displayed,
I'll attach a new movieclip, and position it relative
to the screen center by the distance from the viewport
to the game object.




--- James Marsden <[EMAIL PROTECTED]> wrote:

> Hello all,
> 
> When building a game where collision detection for
> enemies is important 
> (such as a scrolling tile game), how do you create
> persistent AI for an 
> enemy when it's off-screen?
> 
> For example, walking away from the enemy causes it
> to be removed from 
> the game area, but the enemy needs to keep wandering
> around the world in 
> virtual terms, so the player can't easily tell where
> the enemy is going 
> to be when returning to the same area. How do you
> maintain that 
> interaction for the enemy, or is it not done like
> that because it's too 
> processor intensive?
> 
> Any tips or pointers to resources would be much
> appreciated.
> 
> Thanks!
> 
> James
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