reticle.swf
The player's reticle (crosshair) shown at the centre of the screen in Trove during gameplay. The file also carries library classes for health and energy bars, a circular fuel/mount bar and a hit-reaction clip, but none of them is ever placed and their sprites hold no art — the crosshair is the only thing this SWF draws. The SWF has no explicit document class.
Document/main class: none — the SymbolClass tag binds five names and none of them to character 0. The 32 × 32 stage (30 fps) has one frame, and its root timeline places exactly one instance: crossHair. The file has no IggyFunctions class.
SWF-specific classes: 5
Game-specific classes
crosshair
[Embed source="/_assets/assets.swf", symbol="symbol16"]
Extends MovieClip. A pure visual asset wrapper for the crosshair graphic. No logic; no added fields or methods. Placed on the root timeline as crossHair at (16, 16), the centre of the stage. Its art is a 32 × 32 bitmap (thin white ring, transparent middle) painted as a bitmap fill over the full 32 × 32 rectangle, so its hit area is the whole square; the shape carrying it has no instance name.
hitReact
[Embed source="/_assets/assets.swf", symbol="symbol7"]
Extends MovieClip. Named as a hit-reaction overlay, but character 7 is an empty one-frame sprite: it draws nothing, and nothing places it. No logic beyond the constructor.
Health
[Embed source="/_assets/assets.swf", symbol="symbol6"]
Extends com.kiwi.Templates.StatusBarVertical. A vertical status bar named as the player health indicator. Inherits all bar-fill, resize, and event logic from the framework template; no overrides. Its sprite holds only empty _bar sprites and the _empty / _full / _half / _center marker clips — no bar art — and it is never placed or constructed.
Energy
[Embed source="/_assets/assets.swf", symbol="symbol13"]
Extends com.kiwi.Templates.StatusBarVertical. Identical structure to Health but named for the player's energy/mana resource. Different embedded symbol, likewise markers only and never placed.
FuelBar
[Embed source="/_assets/assets.swf", symbol="symbol11"]
Extends com.kiwi.Core.KiwiComponent. The most complex class in the SWF — a circular arc-fill bar indicating mount fuel or similar consumable resource. Its _statusBar and _statusIndicator children are empty sprites, and nothing places or constructs a FuelBar, so its config() never runs and FUEL_UPDATED is never registered by this file.
Fields:
_currentFuel : Number— current fuel value (updated viaFUEL_UPDATEDcallback)._maxFuel : Number = 100— maximum fuel value._maskLayer : MovieClip— programmatically drawn arc mask applied over_statusBar._colorSet : Boolean— tracks whether the green color transform has been applied to avoid redundant transforms._fadeOut : IggyTween— pre-built tween that fades the component from alpha 0.75 → 0 over 1 s (used when fuel is full)._statusBar : MovieClip— the filled bar graphic; receives a greenColorTransformon init._statusIndicator : MovieClip— a secondary indicator element that switches between green (fuel > 0) and red (fuel == 0) viaColorTransform.
Lifecycle:
config()— registersFUEL_UPDATEDcallback; applies green color transform to_statusBar; sets_statusBar.mask = _maskLayer; creates the fade-out tween; sets initial alpha to 0 (hidden when full).draw()— called by the framework when data is invalidated; computes fill ratio_currentFuel / _maxFuel; redraws arc mask via twoDrawArccalls (symmetric ±arc from 270°); updates_statusIndicatorcolor; starts or stops the fade-out tween.
Key logic — DrawArc(startAngle, sweep, radius):
Draws a filled wedge shape into _maskLayer.graphics using quadratic Bézier curve segments. The mask is drawn in two symmetric halves (+50% and −50% of the sweep value relative to 270°), producing a circular arc that represents the fill level. The arc is approximated by splitting the angle into 45° sub-segments.
Runtime integration:
ExternalInterface.addCallback("FUEL_UPDATED", onFuelUpdated)— receives(currentFuel:Number, maxFuel:Number)from the game.IggyTweenused for the full-fuel fade-out animation (Strong easeOut).flash.geom.ColorTransformused for bar-color state switching (green / red).
Notable logic
- No document class — the SWF relies on Flash IDE timeline placement, and the only placed instance is
crossHair. The other four classes would self-configure through the Kiwi framework'sconfig()/draw()lifecycle if instantiated, but nothing instantiates them. - Fuel arc uses arc-bisection Bézier —
DrawArcapproximates a true circular arc with quadratic Bézier curves split into ≤45° segments; it is called twice per frame to render left and right halves symmetrically from the 270° (top) starting angle. - Full-fuel auto-hide — when
ratio >= 1the fade-out tween fires; whenratio < 1the tween is stopped and alpha is forced back to 1, so the bar auto-hides when the player's fuel is full and reappears immediately when it starts depleting. - Color state machine —
_colorSetflag prevents redundantColorTransformallocations: the green transform is applied once when fuel goes above zero; the red transform is applied whenever fuel reaches exactly zero.