Flash Game theory in AS2 Oop

First off, hello to one and all as this is my first post in
here, well I think it is!
I've been using flash since version 3 back in the day when
alphas and arrays didnt exist at all, eee by gum. Then flash 5 came
out and then I really started to appreciate it properly. I was
usually a director person myself and through using behaviours I was
coding small scale games. Then class based scripting came out for
flash and for some reason I coded everything in AS1, code on
movieclips pointing to functions on the root, I can still code a
hell of a lot that way now, infact most everything being discussed
now is more acheivable to me in AS1.
Anyhow, I shall start off with some questions...
01. Does anybody who codes games or anything complex think as
I that you should have the most limited amount of code in the
movie. eg - var othisGame:Game = new Game(); - and the rest happens
within the game class and subclass's. For some reason I think that
with all this class based scripting, all the code should be out of
the way. I would prefer if the classes could take care of
themselves.
02. How does everybody else get a class to know another class
exists? for example - an enemy class needs to know the spaceship
exists in order to track it and the spaceship bullets needs to know
an enemy exists in order to check collision. On the game class I
create new classes for each of the elements and send the references
of other classes when I initialise them.
This is the way I would tell the enemy Array class that the
spaceship class exists. It seems logical to me but maybe somebody
who deals with this all the time could tell me a better way.
class Game
private var Player:SpaceShip;
private var EnemyArr:EnemyArray;
private function Game()
player = SpaceShip(attachMovie("playership", "player", 1));
EnemyArr= new EnemyArray(player);
03. Another thing is making a class check on enterframe and
do stuff. Classes extended as MovieClips are great for the
SpaceShip / Bullets / Enemy they are all referenced in the Library
and just go about their little ways with ease. But if I want
something like a collision detection to work its a hmmmm moment
because I can create the class and tell it "What exists", but how
does it check everyframe that it needs to do its job. Very
difficult to find this sort of information :-(
my answer:
One way around it is when I create a Game class in the movie,
I also add an
on enterframe - function()
Game.GameEnterFrame()
This then tells all other classes in Game to do stuff too eg
class Game
function GameEnterFrame()
Collision.EnterFrame();
EnemyArr.EnterFrame();
this way I can order the proceedings, well hopefully I have
started something here and could get some answers and during this
thread maybe other people will learn from this as well. I find
looking up coding game classes a bit of an oddity on the
internet.

Below is code that should help. You were declaring myLocation
array twice by using “var”, which is syntactically
incorrect. “_root” is referring to the maintime. Since
your code is on the maintimeline and not in an eventHandler you can
use “this” to target it.

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    Date: Thu, 21 Jan 2010 15:06:07 -0700
    From: [email protected]
    To: [email protected]
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    Mark this message as the answer.

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    Best Wishes!
    We are trying to better understand customer views on social support experience, so your participation in this interview project would be greatly appreciated if you have time. Thanks for helping make community forums a great place. <br/> Click <a
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