I hope this basic game structure can help you: https://goo.gl/rYS4Lc
Notice that I tried to keep things very simple, but even so it's possible to see how powerful inheritance, encapsulation, reasonable distribuction of methods and properties to objects that are more suitable to have them, among other design patterns related applications.
But it's my way of doing things. Of course it's not supposed to the best or the only possible approach.
In your Player class, you must have something like thisPlayer = new mcPlayer(); which would be an instance from the library... Have a getter in the Player class you can use to get that reference to the actual movie clip.
public function get clipRef():MovieClip
And then in your Main class you would get the ref like: thePlayer = player.clipRef;
and you can move, or do whatever, with that.
This definitely along the lines of what I'm looking for I'll see if it can work. Yet, do we know this will for sure get the same Movieclip that's been attached to the Class on stage?
This was very helpful, thank you.
You're welcome. And to answer your question: "Yet, do we know this will for sure get the same Movieclip that's been attached to the Class on stage?"
Yes, of course. It's your code, right. Your main class instantiates a library clip and has a getter that returns a reference to it. Another class gets the reference. Unless you code it, there is no chance for some other, wrong, reference to be returned.
The only problem is that with this code all movement can be held down indefinitely. Not the best way to have a jump feature in a game.