Originally Posted by mr_malee
But I do encourage the use of events. Try to create your game without any static instance variables, without any reference to "parents", "containers"... embrace the custom event approach. I find now that using events is so much more neater and less of a headache because I don't need to worry about what functions I need to call outside of the running class or when I need to call them. I simply dispatch an event when something has happened and something else deals with it. Of course, in saying that, I don't do it for intensive calculations. I'm still very weary about the EventDispatcher and its performance and doubt that its any good for hardcore stuff. Things like GameEvent.GAME_OVER, GameEvent.LIFE_LOST, PlayerEvent.SPECIAL_MOVE are great. Much better (imo) than: Main.instance.gameOver(), UI.instance.subLife(), Enemies.instance.damageAll().