It's much easier to create a finite state machine by using Flash's timeline.

The most useful thing an enemy can do is wait for the player.
	This forces the player to strategize about how to approach.

Complex enemies lend themselves to various level setups, resulting in a variety of challenges.

MovieClips in the back, run before MovieClips in front.
ie:  The most recently placed one will probably run last.



Level design guidelines:
- Challenge is the combined result of enemy behavior and level layout.  (classic castlevania level design)
- Create different challenges for each direction through a level, so traveling backwards is different from traveling forwards.
- Create an alternate route for the opposite direction if you can.
- Use looping routes to avoid exact backtracking.
- Lead the player toward the next area(s).
- When revisiting old areas later, add new routes through them, so the original paths can be avoided.
	Revisiting old areas is not backtracking. Traversing the same pathways is.
