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....he's amazing!!!
 Originally Posted by tonypa
....The smell is also left behind him and it slowly fades away after he has moved away. Now the enemies have nose and can detect which way the scent of char is stronger to move that way.....
Wow, that's a pretty good idea Tony.
And it actually sounds pretty east to implement, if the maze is tilebased for example, you just run a loop through all of the tiles and reduce the amount they smell. The ghosts just move onto the adjacent tiel that smells the strongest.
If not using tiles, you could even apply smell to a bitmapdata object as a particular colour, and fade the whole thing to reduce the smell each frame.
I'm gonna have to try that one sometime...
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