Just committed version 0.5. Game agent behavior is implemented using Finite State Machines (FSM). Functionality is the same as version 0.4 ( where Cliff left off ) with the addition of boss and defender balloons.
FSM implementation is based on Chapter 2 of the excellent book by Mat Buckland called "Programming Game AI by Example". Excerpts here: http://www.ai-junkie.com/books/toc_pgaibe.html
The game, boss, volley and defender behavior logic is encapsulated within state objects.
Shield behavior is not implemented yet. Several states for the primary game agents are still not implemented.
The dynamic heap memory footprint is over the 2MB max on the target phone
(Nokia N95) and is currently at about 2.6MB. You must increase the heap memory to at least this value in Adobe Device Central when testing the game on the N95 device profile.
Code is extensively documented. Lots left to do in terms of level design and gameplay. Ideas and suggestions are welcome.