>>*Option 3:* I create a custom event, dispatch that event, and create a >>listener in MyGame rather than call a function directly. >>I'm guessing this is the best way to go theoretically, and will allow me to >>reuse my BouncingBall object in other applications, but it's a lot of extra >>code, and I constantly worry about not property cleaning up event listeners.
Hands down, your option 3 is what you should do. So what if it's some extra code? It's the right way to accomplish this. Your object should not target and call methods in other classes outside of it, that's extremely tight coupling, which is bad. So have your bouncing ball sprite dispatch a custom event, have the other class listen for that same custom event and do whatever logic you want, like call another method. It's not messy if you keep your code clean. It just takes practice of doing this a lot before you realize an architecture emerges in your coding you are familiar with. I think its even messier to do option 1 or 2, if that makes you feel any better. Jason Merrill Bank of America Instructional Technology & Media · Learning Performance Solutions L&LD Interested in Flash Platform technologies? Join the Bank of America Flash Platform Community Interested in innovative ideas in Learning? Check out the Innovative Learning Blog and subscribe. _______________________________________________ Flashcoders mailing list [email protected] http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

