[quote:trith7gu]Suddenly you end up having to do things like set & compare ID's or use containers, position the enemy to the collision object, give the collision object behaviors and variables instead of the enemy itself, make sure both exist or don't exist together, put them in separate families so one does this and the other does that. Then do you use one collision object for every enemy, or do you make a new one for each enemy? I mean they will have different behaviors and variables and properties so...
What I'm doing right now. Doable for sure, but a big hassle! Transferring instance variable values back and forth between objects, making sure the right object instance is referenced by comparing ID with the instance variable of a different object, keeping track of em all etc. Makes for convoluted, messy, and bug-prone code. At least in the hands of a programming-impaired person such as myself
So, +1 for this feature. It would be very useful to a lot of people I think.