I'm building a game in as3 that has balls moving and bouncing off the walls. When the user clicks an explosion appears and any ball that hits that explosion explodes too. Any ball that then hits that explosion explodes and so on.
My question is what would be the best class structure for the balls. I have a level system to control levels and such and I've already come up with working ways to code the balls. Here's what I've done.
My first attempt was to create a class for Movement, Bounce, Explosion and finally Orb. These all extended each other in the order I just named them. I got it working but having Bounce extend Movement and Explosion extend Bounce, it just doesn't seem very object oriented because what if I wanted to add a box class that didn't move, but did explode? I would need a separate class for that explosion.
My second attempt was to create Movement, Bounce and Explosion without extending anything. Instead I passed in a reference to the Orb class to each. Then the class stores that reference and does what it needs to do based on events that are dispatched by the Orb such as update, which was broadcast from Orb every enter frame. This would drive the movement and bounce and also the explosion when the time came. This attempt worked as well but it just doesn't seem right.
I've also thought about using Interfaces but because they are more of an outline for classes, I feel like code reuse goes out the window as each class would need its own code for a specific task even if that task is exactly the same.
I feel as if I'm searching for some form of multiple inheritance for classes that as3 does not support.
Can someone explain to me a better way of doing what I'm attempting to do? Am I being to "Object Oriented" by having classed for Movement, Bounce, Explosion and Orb? Are Interfaces the way to go? Any feedback is appreciated!