I have been tweaking my PMO quit a bit the last days.
After reading tutorials all over the net I decided to try something new (at least I didn't see this approach on the net) and tied my "animation" system to an active. I'm using PMO + Detector_Base (for my Sprite) + Animation_Flag (which is the new active). This active will be used for only switching on and off's my flags.
So when my Character is stopped I set my Animation_Flag to facing direction right (0) + my sprite to the animation "stopped" and I switch all Flaggs from 1-31 on my Detector_Base to off and 0 to on. This works quit well!
When my Character is moving right or left I set my Animation_Flag to facing direction (1) + my sprite to the animation "walking" and I switch all Flaggs from 0 + 2 - 31 (this is not a expresion, just to be clear ^^) on my Detector_Base to off and 1 to on. And so on
So far my character can do quit some stuff as walking, jumping, double jumps, walljumps, hang on ledges, pull him up or let him fall down and shooting (for some instances).
A quick question so far: Is this method performance-wise a good idea or how would you implant this system?
Can I switch all Flaggs from 1-31 to off in just one expresion or do I need to really switch every flag on his own?
Am I thinking too complicated in that system or does it have drawbacks that I even didn't think off before planing?