

It has a very few objects that scroll, a single object that the user controls, and basic collision detection. This is working ok-ish with very basic scripting - a custom handler that moves the scrolling objects sideways a few pixels, drops the user-controlled object down a few pixels, checks intersect() for them (using switch-case-break) and sends a trigger to itself every 30 millisecs if no collision is detected.
Moving the user-controlled object around is currently done with a card-level mouseDown handler. I've tried keyDown and arrowKey events too. Currently, this runs a small number of 'send handlerx to me in 20 millisecs' that moves the object up with a slight accellerate/decellerate feel before the above custom handler kicks in again.
This all works, BUT the side-scrolling object script execution does slow down appreciably when the user clicks the mouse or taps the key a lot. Is this an inevitable consequence of the way the engine works or is it possible to build something like this in a more optimal way? For example, should I be synchronising my 'send in x millisecs' to the same delay, or perhaps making them coincide less?