Chopper Command: Radar Tile

Continuing on with the port of Chopper Command, I picked the radar tile to be the next thing to be implemented. I decided to use composition and make each GameTile contain an instance of a RadarTile. When the main loop updates the GameTile it in turns updates its own RadarTile.

The result is as follows:

The RadarTile class

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
 
package  {
 
 
 
	import flash.display.Sprite;
 
 
 
	public class RadarTile extends Sprite {
 
 
 
		public static const WIDTH:int = 100;
 
		public static const HEIGHT:int = 32;
 
		public static const TOTAL_HEIGHT:int = 60;
 
 
 
		private static var SCREEN_RADAR_RATIO:Number;
 
 
 
		private var _trucks:Array;
 
		private var _enemies:Array;
 
 
 
 
 
		public function RadarTile() {
 
			super();
 
 
 
			this.addChild(new RadarBgSkin());
 
 
 
			_trucks = [];
 
			_enemies = [];
 
 
 
			var truck:Sprite;
 
			var enemy:Sprite;
 
			for (var i:int = 0; i < 3; i++) {
 
				truck = new RadarTruckSkin();
 
				enemy = new RadarEnemySkin();
 
 
 
				this.addChild(truck);
 
				this.addChild(enemy);
 
 
 
				_trucks.push(truck);
 
				_enemies.push(enemy);
 
			}
 
 
 
			SCREEN_RADAR_RATIO = RadarTile.WIDTH / GameTile.WIDTH ;
 
		}
 
 
 
		public function update (enemies:Array, trucks:Array):void {
 
 
 
			var truck:Sprite;
 
			var enemy:Sprite;
 
 
 
			for (var i:int = 0; i < 3; i++) {
 
				truck = _trucks[i];
 
				enemy = _enemies[i];
 
 
 
				matchSprites(truck, trucks[i]);
 
				matchSprites(enemy, enemies[i]);
 
			}
 
		}
 
 
 
		private function matchSprites (radarSprite:Sprite, screenSprite:GameSprite):void {
 
 
 
			if (!screenSprite.active || !screenSprite.visible) {
 
				if (radarSprite.visible) radarSprite.visible = false;
 
				return;
 
			}
 
 
 
			if (!radarSprite.visible) radarSprite.visible = true;
 
 
 
			radarSprite.x = screenSprite.x * SCREEN_RADAR_RATIO;
 
			var screen_diffy:Number = GameTile.HEIGHT - screenSprite.y;
 
 
 
			radarSprite.y = TOTAL_HEIGHT - screen_diffy * (RadarTile.HEIGHT/GameTile.HEIGHT);
 
 
 
 
 
		}
 
 
 
 
 
	}
 
 
 
}

You'll notice that the logic to hide destroyed trucks and enemies is already in place once I add collision detection and the main player sprite.

The updated Main class

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
 
package 
 
{
 
 
 
	import flash.display.Sprite;
 
	import flash.events.*;
 
	import flash.geom.Rectangle;
 
	import flash.geom.Point;
 
 
 
	public class Main extends Game
 
	{
 
 
 
		private var _screen:GameTile;
 
 
 
		private var _radarTile:RadarTile;
 
 
 
		public function Main ()
 
		{
 
			super ();
 
			init ();
 
		}
 
 
 
		private function init ():void
 
		{
 
 
 
			_radarTile = new RadarTile ();
 
 
 
			_screen = new GameTile(this, _radarTile);
 
 
 
			addChild (_screen);
 
 
 
			_radarTile.x = stage.stageWidth * 0.5 - _radarTile.width * 0.5;
 
			_radarTile.y = 550;
 
			this.addChild(_radarTile);
 
 
 
			stage.addEventListener (Event.ENTER_FRAME, onLoop);
 
 
 
		}
 
 
 
 
 
 
 
		private function onLoop (event:Event):void
 
		{
 
 
 
 
 
			_screen.update ();
 
 
 
		}
 
 
 
 
 
 
 
	}
 
 
 
}

The updated GameTile class

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
 
package 
 
{
 
 
 
	import flash.display.Sprite;
 
	import flash.text.TextField;
 
	import flash.geom.Rectangle;
 
	import flash.geom.Point;
 
 
 
	public class GameTile extends Sprite
 
	{
 
 
 
		public static const WIDTH:int = Game.SCREEN_WIDTH;
 
 
 
		public static const HEIGHT:int = 394;
 
 
 
		public static const TOTAL_HEIGHT:int = 535;
 
 
 
		protected var _game:Game;
 
 
 
		protected var _trucks:Array;
 
 
 
		protected var _enemies:Array;
 
 
 
		protected var _bombs:Array;
 
 
 
		private var _radarTile:RadarTile;
 
 
 
		private static var BOUNDARIES:Array = [
 
 
 
		new Rectangle(WIDTH * 0.2,
 
		 HEIGHT * 0.06,
 
		 WIDTH * 0.8,
 
		 HEIGHT * 0.15),
 
 
 
		new Rectangle(WIDTH * 0.2,
 
		HEIGHT * 0.4,
 
		WIDTH * 0.8,
 
		HEIGHT * 0.15),
 
 
 
		new Rectangle(WIDTH * 0.2,
 
		HEIGHT * 0.65,
 
		WIDTH * 0.8,
 
		HEIGHT * 0.15)   
 
 
 
		];
 
 
 
		public function GameTile (game:Game, radarTile:RadarTile) 
 
		{
 
 
 
			super ();
 
 
 
			_game = game;
 
 
 
			_radarTile = radarTile;
 
 
 
			this.x = 0;
 
			this.y = 140;
 
 
 
			addEnemies ();
 
			addTrucks ();
 
 
 
			draw ();
 
		}
 
 
 
		public function update ():void
 
		{
 
 
 
			//animate elements if tile is visible
 
			if (this.visible)
 
			{
 
				for each (var enemy:Enemy in _enemies)
 
				{
 
					enemy.update ();
 
				}
 
				for each (var truck:Truck in _trucks)
 
				{
 
					truck.update ();
 
				}
 
			}
 
 
 
			//update radar tile
 
			_radarTile.update(_enemies, _trucks);
 
 
 
		}
 
 
 
 
 
		private function addEnemies ():void
 
		{
 
 
 
			var i:int;
 
			var enemy:Enemy;
 
			_bombs = [];
 
 
 
			if (! _enemies)
 
			{
 
 
 
				_enemies = [];
 
				for (i = 0; i < 3; i++)
 
				{
 
					enemy = new Enemy(BOUNDARIES[i],_game,this);
 
					this.addChild (enemy);
 
					_enemies.push (enemy);
 
					_bombs = _bombs.concat(enemy.bomb.sprites);
 
				}
 
 
 
			}
 
			else
 
			{
 
 
 
				for (i = 0; i < 3; i++)
 
				{
 
					enemy = _enemies[i];
 
					enemy.reset (Game.RESET_HARD);
 
				}
 
			}
 
		}
 
 
 
		private function addTrucks ():void
 
		{
 
 
 
			var truck:Truck;
 
			var i:int;
 
			if (! _trucks)
 
			{
 
				_trucks = [];
 
 
 
				for (i = 0; i < 3; i++)
 
				{
 
					truck = new Truck(_game);
 
					truck.x = WIDTH * 0.6 + i * (WIDTH * 0.1 + 32);
 
					truck.y = HEIGHT - truck.height;
 
					this.addChild (truck);
 
					_trucks.push (truck);
 
 
 
				}
 
 
 
			}
 
			else
 
			{
 
 
 
				for (i = 0; i < 3; i++)
 
				{
 
					truck = _trucks[i];
 
					truck.reset (Game.RESET_HARD);
 
				}
 
			}
 
		}
 
 
 
 
 
		protected function draw ():void
 
		{
 
 
 
			this.graphics.beginFill (0xB47A30);
 
			this.graphics.drawRect (0, 0, WIDTH, HEIGHT);
 
 
 
		}
 
 
 
	}
 
 
 
}