	MISC
All modules of the game engine must be able to be paused. 
(allows for events, mini-games, start menu, title-screen)
Their respective root-level switches must be ON for them to work.
-	mod_on_heroMove
	mod_on_heroAttack (ALL of them)
	mod_on_heroTalk
	mod_on_heroPain
	mod_on_itemMenu  (only active when all other parts are active)
	mod_on_itemUse
	mod_on_hud
*	mod_on_scroll
	mod_on_fx
*	mod_on_sfx
*	mod_on_music
	mod_on_enemies
	mod_on_bullets
Module remember variables start with "mod_rem_"

module variables control whether or not elements appear
and whether or not they function... 

(off = paused) (each of their functions checks its mod_variable)
mod_heroMove & mod_scrolling function independantly.
	mod_heroMove reacts to the keyboard
	mod_scrolling reacts to the character's position
	therefore, mod_heroMove is called BEFORE mod_scrolling


Placement is always relative to the gameArea movieClip
(fortunately, _x is measured within the parent movieClip)

gameArea movieClip scrolls (NOT the mapImage movieClip)

new map = delete & recreate gameArea

???	sprites are placed by the map movieClip at the moment its attachMovie'd

movieClip paths are Absolute whenever possible(not relative)
(except certain modules, where it's sometimes neccessary - 
	these modules are location-sensitive)


	Map & sprite Loading
Each map & sprite are self-contained movieClips with their own hitTest masks inside themselves.

Each map is a seperate movieClip.  (NO frame-dial)
Switching maps involves deleting the current one and attachMovieClip the new one.  Make sure they all use the same movieClip names.


	Hit Detection
Everything has a movieClip inside of itself to be used as a hitTest mask.

Enemies detect hero (no loop needed)
Changable Sprites detect hero


	Events
Events are flash animations since no gameplay occurs during them anyway.


	Map changes
Things such as doors are actually sprites.
Opening a door involves making the sprite vanish.


	Sprite Poses
occur via an "changeImage" function inside the sprite's movieClip
ie:	sprite.changeImage("run")


	FX
Explosions, sparkles, etc...
  attachMovie, it'll remove itself
	(mapX,mapY)

	Projectiles
Summoned via function
	(mapX,mapY)
The projectile's direction is calculated by the projectile at the moment it's placed.


	HitArea
These are placed, defined, & removed by the Image movieClip's timeline
located within the "Image" movieClip
only 1 is present for each sprite

	AttackAreas
these are placed, defined, & removed by the Image movieClip's timeline
located within the "Image" movieClip
only 1 is present for each sprite
code within these movieClips detects the hero/enemy & affects them
"antiEnemy"		detects & harms enemies it collides with (loop)
"antiHero"		detects and harms the hero upon collision

	Music
function	fn_musicStart(song,vol);
function	fn_musicFadeIn();
function	fn_musicFadeOut();
and direct actionscript commands
music.stop();				Stop all audio files playing

	movieClip Naming
movieClip names start with a Capital Letter.
function names start with "fn_" and are camelCase.

"hud"
	'mod_hud'
	reads variables contained within the Hero sprite.

'mod_music'

"textBox"
  function:   fn_update(txt,color,pos)
	"TextColor"

"gameArea"
	'mod_scroll'
	"hero"	(state_? switches are independant of mod_? switches)
		hitX, hitY			(collision point for outer hitTest)
		hitWidth, hitHeight	(width & height of hitArea)
		mod_on_posePriority	(each sprite CONTAINS this switch)
		dir, rem_dir
		anim, rem_anim
		wind, rem_wind
		state, rem_state
		'mod_heroMove'
		'mod_heroAttack'
		'mod_heroTalk'
		'mod_heroPain'
		'mod_itemMenu'
		'mod_itemUse'
		fn_setPose(pose,dir,anim);	"stand", "up", true
		"hitMask"
		"img"
			LABELS:	static, anim
			"AntiEnemy"
	"enemy_???"		(each enemy has a custom set of states)
		hitX, hitY
		mod_on_posePriority	(each sprite CONTAINS this switch)
		state, rem_state
		'mod_enemies'
		fn_setPose(pose,dir,anim);	"stand", "up", true
		"hitMask"
		"img"
			LABELS:	static, anim
			"AntiHero"
	"prop_???"		(each prop has a custom set of states)
		hitX, hitY
		'mod_bullets'
		"hitMask"
		"img"
			"AntiEnemy"
			"AntiHero"
	"fx_???"
		'mod_fx'
	"mapImage"
	"moveMask"
	"hideMask"


	Controls
start			Enter
ItemMenu/txt	Space
Attack/txt		C
Run			X
Use Item		Z
Force			Shift

