>>*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

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