sorry for the late response, haven’t been able to hop on the computer these last few days.
Rob is right with the thinking of a hex map, but my issue is not moving Blair and his 6 surrounding objects, its moving an enemy to one of the surrounding object.
for movement I use transitions. I have found that for some reason if I use transition to Blair.x + 40 (in order to keep enemy in front of Blair and not overlap, I add +40) the transition slows to a stop instead of keeping a constant speed and its due to the +40.
to overcome this, I used the hex map Idea and use transition to BlairS1.x which would be equivalent to Blair.x +40
The post comes into play because I will have multiple enemies and I dont want them to overlap each other, so I am trying to figure out how to make it so the enemies can scan the hex map and find an open spot to move to.
that is where I came up with the idea for enemy.target and enemy.targetSpot
enemy.target will tell the enemy who to attack, and enemy.targetSpot would tell the enemy where to move. (insert original post here).
Although I do think you guys came up with some great ideas and I think I might try a few out because it might help clean things up in my code.
Rob, I was interested in your idea of adding the hero and all surrounding objects into the same display group. The only problem is that I already have all objects in a display group for layering purposes and I know it wont allow me to put an object into 2 groups. I was wondering though, would I be able to put an existing display group with objects in it into a new display group?
I figure it would be like a table within a table and that would work instead of having one object in 2 different groups.