Rand0mness, cave battle frame. The red square manages all the enemies.
The online isometric RPG I've been working on is a lot weirder behind the scenes, but it's on my laptop. The isometric collisions in there are done entirely by an array file! No hidden "real" maps of levels, no "real" player with wall sensors, or anything. It actually works a lot better this way. Uses less objects, and messyness from sensor detection is erradicated.
I think I'm at 1800 lines fer Tormi for the global engine. Individual ones range from 6 (for doors) to a good extra 50-100 for boss fights and all that mess.
I'm up to 346 with E++, and it's only a few days old, lol. It's my most complicated project ever in that regard...
...cos none of the others ever got this far.
I'm just chuffed to see it actually beginning to work! Most useful app I ever built, this...
On the subject of inefficiency in code:
I was wondering why my app was going so slow, when suddenly I realised I had all these groups that I'd been forgetting to deactivate. So each iteration of the master loop was taking forever to run. That was embarassing.