Budding game programmer humbly requests code critique
ismarc: chipsy covers a good number of concerns, and I unfortunately don't have time to enumerate the full list of issues seen in both, so I'll quickly cover some of the higher level issues:1. (asteroids) Tracking state in a series of global variables and then relying on that state in timer callbacks to implement your gameloop leads to unpredictable gamerate and framerates.2. Embedding the core game logic in mxml file is "bad form".  I would suggest creating a game class that is instantiated and called from within that initial mxml file, but it's basically to get the launcher.3. (symptom) You have entirely too many, pointless loops.  You iterate over the same list of objects numerous times in multiple locations.  A good example would be in the most recent Level.as update() function.  You iterate over the GameObjects 3 different times (not counting the inner loop for collision detection) when this can be reduced to 1 loop.4. Variable names...they're poor.  An example is:for each (var object:GameObject in O) {What is O?  Scroll to the top of the function.  O is the result of getObjects().  Well, getObjects obviously gets some objects, but which ones?  What type of collection does it use?  Go to getObjects() definition and it uses a Vector, but you use the name O to build the vector internal to getObjects as well.  The variable name should, at a minimum, provide a hint as to what purpose it serves.  game_objects would be good, or gameObjects, or activeObjects.  And, I can only guess what RBC and WBC even mean.  I'm guessing maybe it's red blood cell and white blood cell?  Even the associated class files don't provide any information, so from the point of view of someone reading the code, RBC and WBC are random letter strings representing a "something"