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    <title>DEV Community: Vlad Ogir</title>
    <description>The latest articles on DEV Community by Vlad Ogir (@vlad_ogir_76f82ec55672762).</description>
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      <title>Django Proxy Models: The Secret Weapon for Cleaner, Simpler Code</title>
      <dc:creator>Vlad Ogir</dc:creator>
      <pubDate>Fri, 16 May 2025 08:02:05 +0000</pubDate>
      <link>https://dev.to/vlad_ogir_76f82ec55672762/django-proxy-models-the-secret-weapon-for-cleaner-simpler-code-34m9</link>
      <guid>https://dev.to/vlad_ogir_76f82ec55672762/django-proxy-models-the-secret-weapon-for-cleaner-simpler-code-34m9</guid>
      <description>&lt;p&gt;We store data to record the state: A password change, an order made, an order delivered and etc. Such things can be seen as stand-alone events or, in many cases, they are part of a step in a process. And, it's common to see those things be chucked into a single table.&lt;/p&gt;

&lt;p&gt;All those columns can result in models that bloat to 1000s of lines. When looking at a model like that, you may have an urge to group all columns and methods to make sense of what is going on. It's tiring enough doing it once, but it becomes a bigger issue when you and others have to go through the same process each time.&lt;/p&gt;

&lt;p&gt;In situations like this, proxy models can become invaluable! They can enable you to split columns in models into targeted sections. &lt;/p&gt;

&lt;p&gt;In this article, I will:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Share the basics of what proxy models are&lt;/li&gt;
&lt;li&gt;Why should we use them &lt;/li&gt;
&lt;li&gt;Give practical examples&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Throughout the article, I will use an imaginary &lt;code&gt;Post&lt;/code&gt; model that got too big. The focus will be to partition the &lt;code&gt;Post&lt;/code&gt; model by state into proxy models. &lt;/p&gt;

&lt;h1&gt;
  
  
  What are proxy models?
&lt;/h1&gt;

&lt;p&gt;Proxy models are there to "decorate" existing Django models. This is very similar to what Python's decorators do or the &lt;a href="https://refactoring.guru/design-patterns/decorator" rel="noopener noreferrer"&gt;Decorator pattern&lt;/a&gt;, except we apply decoration on a model. &lt;/p&gt;

&lt;p&gt;Proxies are also similar to model abstraction. The Proxy model inherits the data and base methods from the parent model, but &lt;em&gt;without affecting the underlying table&lt;/em&gt; that the model represents. This removes the ability to make any changes to the underlying table structure via proxy models.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://docs.djangoproject.com/en/5.0/topics/db/models/?source=post_page-----0fdb122ea3f1---------------------------------------#proxy-models" rel="noopener noreferrer"&gt;You can learn more about proxies in Django's docs.&lt;/a&gt;&lt;/p&gt;

&lt;h1&gt;
  
  
  Why use proxy models?
&lt;/h1&gt;

&lt;p&gt;Models can easily get to the point where they become bloated quickly, and this can lead to difficulties in understanding the purpose of the model and when methods should be used. In the end, the code can end up being overcomplicated.&lt;/p&gt;

&lt;p&gt;With proxies, we can resolve these problems by simply extracting code specific to the state into the proxy model. As a result, you end up with smaller, targeted models that are easier to understand and to maintain.&lt;/p&gt;

&lt;h1&gt;
  
  
  Example Usage
&lt;/h1&gt;

&lt;p&gt;Let's imagine we are working on a blog, and as part of the process, all posts have to go through a review.&lt;/p&gt;

&lt;p&gt;When a post is created, we don't need to know things like the performance of a post or the review process. These things are only applicable once the post is in a certain state.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fkmzajld3f10a34gdmh47.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fkmzajld3f10a34gdmh47.png" alt="Sample of what personas may care about during different post-states" width="800" height="348"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Now, imagine we have a bloated &lt;code&gt;Post&lt;/code&gt; model. With the help of proxies, we can create classes that encapsulate specific states and have state-specific functionality. In the example below, I demonstrate exactly that by encapsulating &lt;code&gt;Draft&lt;/code&gt; and &lt;code&gt;Published&lt;/code&gt; states:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight python"&gt;&lt;code&gt;&lt;span class="kn"&gt;from&lt;/span&gt; &lt;span class="n"&gt;django.db&lt;/span&gt; &lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="n"&gt;models&lt;/span&gt;

&lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;Post&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;models&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Model&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt;
    &lt;span class="n"&gt;subject&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;models&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;CharField&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;max_length&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="mi"&gt;30&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="n"&gt;content&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;models&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;TextField&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;

&lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;DraftPost&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Post&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt;
    &lt;span class="c1"&gt;# custom defaults for class properties can be defined
&lt;/span&gt;    &lt;span class="nb"&gt;type&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;BLOG_TYPE_DRAFT&lt;/span&gt;

    &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;Meta&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="n"&gt;proxy&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="bp"&gt;True&lt;/span&gt;

    &lt;span class="k"&gt;def&lt;/span&gt; &lt;span class="nf"&gt;complete_state&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;self&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt;
      &lt;span class="n"&gt;self&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;status&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;STATUS_READY_FOR_REVIEW&lt;/span&gt;
      &lt;span class="n"&gt;self&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;save&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;

&lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;PublishedBlog&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Post&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt;
    &lt;span class="c1"&gt;# we can override base object with a custom manager
&lt;/span&gt;    &lt;span class="n"&gt;objects&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nc"&gt;PublishedBlogManager&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;

    &lt;span class="nb"&gt;type&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;BLOG_TYPE_PUBLISHED&lt;/span&gt;

    &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;Meta&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="n"&gt;proxy&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="bp"&gt;True&lt;/span&gt;

    &lt;span class="c1"&gt;# we can have our own custom methods or override parent's methods
&lt;/span&gt;    &lt;span class="k"&gt;def&lt;/span&gt; &lt;span class="nf"&gt;performance&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;self&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt;
      &lt;span class="bp"&gt;...&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;By doing this, we have:&lt;br&gt;
✅ Improved visibility of states&lt;br&gt;
✅ Proxy classes can now be used as type hints&lt;br&gt;
✅ State-specific methods are within their own class&lt;br&gt;
✅ We have definition of how to transition to the next state&lt;br&gt;
✅ We limit scope of QuerySet of each proxy using custom managers&lt;/p&gt;

&lt;p&gt;Now it's a lot clearer and safer to work with data.&lt;/p&gt;

&lt;h1&gt;
  
  
  Proxy model resolver: turning Model into Proxy equivalent
&lt;/h1&gt;

&lt;p&gt;One downside to using proxies is that Django doesn't auto resolve the parent model to a proxy model when retrieving data from a database. So when using &lt;code&gt;DraftPost&lt;/code&gt; proxy to retrieve data, Django will return &lt;code&gt;Post&lt;/code&gt; models back.&lt;/p&gt;

&lt;p&gt;To resolve this problem, we can create a function that will turn &lt;code&gt;Post&lt;/code&gt; models into a correct proxy model. To achieve this, we need a column (or a combination of columns) that determines the current state. For simplicity, I will use the &lt;code&gt;status&lt;/code&gt; column for this purpose. &lt;/p&gt;

&lt;p&gt;The code below demonstrates how this can be accomplished by:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Create a mapper that maps status to a proxy class.&lt;/li&gt;
&lt;li&gt;Then create a method that will turn a class into a proxy representation, based on the current status.
&lt;/li&gt;
&lt;/ul&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight python"&gt;&lt;code&gt;&lt;span class="kn"&gt;from&lt;/span&gt; &lt;span class="n"&gt;django.db&lt;/span&gt; &lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="n"&gt;models&lt;/span&gt;

&lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;Post&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;models&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Model&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt;
  &lt;span class="c1"&gt;# Mapper that maps status to a proxy class
&lt;/span&gt;  &lt;span class="n"&gt;POST_STATUS_FLOW&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;STATUS_DRAFT&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;DraftPost&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="bp"&gt;...&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;

  &lt;span class="c1"&gt;# Method that turns class into a relevant proxy class
&lt;/span&gt;  &lt;span class="k"&gt;def&lt;/span&gt; &lt;span class="nf"&gt;resolve_proxy_model&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;self&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;-&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;Post&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
      &lt;span class="n"&gt;proxy_class&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;MAPPER&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;self&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;status&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
      &lt;span class="n"&gt;self&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;__class__&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;proxy_class&lt;/span&gt;

      &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;self&lt;/span&gt;

&lt;span class="bp"&gt;...&lt;/span&gt;

&lt;span class="c1"&gt;# usage
&lt;/span&gt;&lt;span class="n"&gt;proxy_model&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;post&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;resolve_proxy_model&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;💡 You can also automatically resolve the proxy model without manually calling the resolver method.&lt;/p&gt;

&lt;h1&gt;
  
  
  Conclusion
&lt;/h1&gt;

&lt;p&gt;Proxy models can be a very useful tool to separate concerns. It allows you to encapsulate all the relevant logic for the state in one single class. Afterwards, you can create custom methods, query managers and transition-related requirements for that single state.&lt;/p&gt;

&lt;p&gt;Additionally, this technique will improve the visibility of different states and make it easier for other engineers to understand the intended flow of the whole process.&lt;/p&gt;

&lt;p&gt;But, proxies shouldn't be seen as a solution for a lack of database design. Since well-defined data would avoid the need for proxies to begin with!&lt;/p&gt;

&lt;p&gt;So, why wait? Pick some models and start refactoring today!&lt;/p&gt;




&lt;p&gt;I'd love to hear your thoughts! Please share your questions and insights in the comments below or contact me directly.&lt;/p&gt;

</description>
      <category>webdev</category>
      <category>architecture</category>
      <category>django</category>
      <category>python</category>
    </item>
    <item>
      <title>Attacking the Furthest Enemy in Range (Tower Defence)</title>
      <dc:creator>Vlad Ogir</dc:creator>
      <pubDate>Fri, 06 Dec 2024 21:50:40 +0000</pubDate>
      <link>https://dev.to/vlad_ogir_76f82ec55672762/attacking-the-furthest-enemy-in-range-tower-defence-1g1d</link>
      <guid>https://dev.to/vlad_ogir_76f82ec55672762/attacking-the-furthest-enemy-in-range-tower-defence-1g1d</guid>
      <description>&lt;p&gt;In the previous article, I demonstrated how to &lt;a href="https://dev.to/vlad_ogir_76f82ec55672762/tracking-furthest-enemy-in-a-tower-defence-game-using-max-heap-33c6"&gt;efficiently track the furthest enemy using a max heap&lt;/a&gt;. In this article, we’ll see how to integrate that into a game mechanic.&lt;/p&gt;

&lt;h2&gt;
  
  
  Event-Driven Approach
&lt;/h2&gt;

&lt;p&gt;The existing implementation uses an event-driven architecture. For this article, we will focus on the Enemy events. Those events will trigger spin-off actions. &lt;/p&gt;

&lt;p&gt;Each enemy can experience various events. Below is an example of a life cycle that the enemy may go through:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F31fjwcbphb3po7msjkhf.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F31fjwcbphb3po7msjkhf.png" alt="Example of events that Enemy can experience as part of the life cycle" width="684" height="1284"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;For the article, I am interested in the two events:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;enemyMoved&lt;/code&gt;: Fired when an enemy's position changes.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;enemyRemoved&lt;/code&gt;*: Fired when an enemy is removed from the game (e.g. defeated).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;(* I plan to adjust event names in the future since an enemy can be removed for different reasons.)&lt;/p&gt;




&lt;h2&gt;
  
  
  Plan
&lt;/h2&gt;

&lt;p&gt;I created an &lt;a href="https://eventmodeling.org/" rel="noopener noreferrer"&gt;Event Model diagram&lt;/a&gt; to visualise how different events interact. This helps with understanding how things connect. &lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fvzijggjsbpo75yylcto5.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fvzijggjsbpo75yylcto5.png" alt="Event Model representation of expected flow" width="800" height="619"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;For every event, I have a command that triggers it. (So, an event is the outcome of a command.) In some cases, as a result of an event, we will need to update data (green sticky notes depict this). A combination of all three together is a &lt;strong&gt;vertical slice&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;My focus will be on the green sticky note "Enemies within tower's range". We will create a test first and then implement the code.&lt;/p&gt;




&lt;h2&gt;
  
  
  Implementation
&lt;/h2&gt;

&lt;p&gt;The goal is for us to update available enemies whenever an enemy is within the tower's range and remove them if not.&lt;/p&gt;

&lt;p&gt;We will be working with a tower class. In this class, we have a variable to store enemies.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;Tower&lt;/span&gt; &lt;span class="k"&gt;implements&lt;/span&gt; &lt;span class="nx"&gt;ITower&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="nx"&gt;enemies&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;MaxHeap&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;

    &lt;span class="nf"&gt;constructor&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;coords&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Coordinate&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;id&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;coords&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;coords&lt;/span&gt;

        &lt;span class="c1"&gt;// listeners will go here...&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Placing event listeners in the Tower class centralises the logic, reducing the need to maintain mappings between towers and enemies. While this adds some complexity to the class, it ensures better encapsulation and simplifies debugging, which is an easier direction to take for now.  &lt;/p&gt;

&lt;h3&gt;
  
  
  Action: Adding Enemies Within Range
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F85y055ify7yxkydruua3.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F85y055ify7yxkydruua3.png" alt="Enemy is within towers range" width="800" height="463"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h4&gt;
  
  
  Test: Adding an Enemy
&lt;/h4&gt;

&lt;p&gt;First, we’ll write a test to verify that an enemy within range is added to the tower's &lt;code&gt;enemies&lt;/code&gt; heap:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nf"&gt;it&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;should add an enemy to the tower when enemy is within range&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;tower&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Tower&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;col&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;row&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;enemy&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;TinyEnemy&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;currentPosition&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;col&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;row&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt; &lt;span class="p"&gt;};&lt;/span&gt;

    &lt;span class="nf"&gt;triggerEnemyMovedEvent&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="nf"&gt;expect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;tower&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;enemies&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;length&lt;/span&gt;&lt;span class="p"&gt;()).&lt;/span&gt;&lt;span class="nf"&gt;toBe&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;triggerEnemyMovedEvent&lt;/code&gt; is a helper method that dispatches an event. &lt;/li&gt;
&lt;/ul&gt;

&lt;h4&gt;
  
  
  Implementation: Adding an Enemy
&lt;/h4&gt;

&lt;p&gt;Here’s the corresponding implementation:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;addEventListener&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;enemyMoved&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;event&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="na"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Enemy&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;event&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;detail&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;enemyWithinRange&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;enemies&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;insertOrUpdate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;distanceTraveled&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Whenever &lt;code&gt;enemyMoved&lt;/code&gt; is triggered, we will check if an enemy should be added to the heap. I already have &lt;code&gt;enemyWithinRange&lt;/code&gt; function, it's a matter of adding &lt;code&gt;insertOrUpdate&lt;/code&gt; call.&lt;/p&gt;




&lt;h3&gt;
  
  
  Action: Prevent Adding Out-of-Range Enemies
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F8k9nl6b7u2xwgy20g9qa.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F8k9nl6b7u2xwgy20g9qa.png" alt="Enemy is out side of Tower's range" width="800" height="453"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h4&gt;
  
  
  Test: Ignoring Enemies Out of Range
&lt;/h4&gt;

&lt;p&gt;Next, we ensure that enemies outside the tower's range are not added:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nf"&gt;it&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;should not add an enemy to the tower if enemy is out of range&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;tower&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Tower&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;col&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;row&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;enemy&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;TinyEnemy&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;currentPosition&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;col&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;row&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;99&lt;/span&gt; &lt;span class="p"&gt;};&lt;/span&gt;

    &lt;span class="nf"&gt;triggerEnemyMovedEvent&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="nf"&gt;expect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;tower&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;enemies&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;length&lt;/span&gt;&lt;span class="p"&gt;()).&lt;/span&gt;&lt;span class="nf"&gt;toBe&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h4&gt;
  
  
  Implementation: Ignoring Enemies Out of Range
&lt;/h4&gt;

&lt;p&gt;This scenario is already covered by our earlier check using &lt;code&gt;enemyWithinRange&lt;/code&gt;, so no additional code is required.&lt;/p&gt;




&lt;h3&gt;
  
  
  Action: Removing Enemies Out of Range
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fp7iakb66j80ybvx8ww3e.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fp7iakb66j80ybvx8ww3e.png" alt="Enemy moved outside of the Tower's range" width="800" height="453"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h4&gt;
  
  
  Test: Removing an Out-of-Range Enemy
&lt;/h4&gt;

&lt;p&gt;Now we test that enemies leaving the range are removed from the tower's visibility:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nf"&gt;it&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;should remove an enemy from the tower when it moves out of range&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;tower&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Tower&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;col&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;row&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;enemy&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;TinyEnemy&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;currentPosition&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;col&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;row&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="p"&gt;};&lt;/span&gt;

    &lt;span class="c1"&gt;// enemy within range&lt;/span&gt;
    &lt;span class="nf"&gt;triggerEnemyMovedEvent&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="nf"&gt;expect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;tower&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;enemies&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;length&lt;/span&gt;&lt;span class="p"&gt;()).&lt;/span&gt;&lt;span class="nf"&gt;toBe&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="c1"&gt;// enemy outside of the range&lt;/span&gt;
    &lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;currentPosition&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;col&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;row&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;99&lt;/span&gt; &lt;span class="p"&gt;};&lt;/span&gt;
    &lt;span class="nf"&gt;triggerEnemyMovedEvent&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="nf"&gt;expect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;tower&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;enemies&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;length&lt;/span&gt;&lt;span class="p"&gt;()).&lt;/span&gt;&lt;span class="nf"&gt;toBe&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h4&gt;
  
  
  Implementation: Removing an Out-of-Range Enemy
&lt;/h4&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;addEventListener&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;enemyMoved&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;event&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="na"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Enemy&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;event&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;detail&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;enemyWithinRange&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;enemies&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;insertOrUpdate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;distanceTraveled&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;enemies&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;hasEnemy&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;enemies&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;deleteEnemy&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;})&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;If the enemy used to be within the range then we can remove it.&lt;/p&gt;




&lt;h3&gt;
  
  
  Action: Removing an Enemy from the Game
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F9z7qrte2b5h5at6d6cm5.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F9z7qrte2b5h5at6d6cm5.png" alt="Enemy is killed" width="800" height="453"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h4&gt;
  
  
  Test: Handling &lt;code&gt;enemyRemoved&lt;/code&gt; Event
&lt;/h4&gt;

&lt;p&gt;Lastly, we ensure that enemies removed from the game are also removed from the tower's heap:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nf"&gt;it&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;should remove an enemy from the tower when the enemy is removed&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;tower&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Tower&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;col&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;row&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;enemy&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;TinyEnemy&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;currentPosition&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;col&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;row&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt; &lt;span class="p"&gt;};&lt;/span&gt;

    &lt;span class="nf"&gt;triggerEnemyMovedEvent&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="nf"&gt;expect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;tower&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;enemies&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;length&lt;/span&gt;&lt;span class="p"&gt;()).&lt;/span&gt;&lt;span class="nf"&gt;toBe&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="nf"&gt;triggerEnemyRemovedEvent&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="nf"&gt;expect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;tower&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;enemies&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;length&lt;/span&gt;&lt;span class="p"&gt;()).&lt;/span&gt;&lt;span class="nf"&gt;toBe&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h4&gt;
  
  
  Implementation: Handling &lt;code&gt;enemyRemoved&lt;/code&gt;
&lt;/h4&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;addEventListener&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;enemyRemoved&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;event&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="na"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Enemy&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;event&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;detail&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;enemies&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;hasEnemy&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;enemies&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;deleteEnemy&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Whenever an event is triggered, if the enemy is within the range then we can remove them.&lt;/p&gt;




&lt;h2&gt;
  
  
  Conclusion
&lt;/h2&gt;

&lt;p&gt;By combining an event-driven approach with a max heap, we achieved an efficient way for towers to prioritise enemies dynamically. The implementation ties seamlessly into the game's event system, ensuring real-time updates and responsiveness.&lt;/p&gt;

&lt;p&gt;Additionally, when it comes to testing, using an event-driven approach removes the need to tie internal code to test. Hence making tests less brittle. We can refactor code behind behaviour in whatever way we want, and as long as events/listeners are set up correctly, tests should still pass.&lt;/p&gt;

&lt;p&gt;This implementation can now pave the way to:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Adding attack functionality (now that we know who to attack)&lt;/li&gt;
&lt;li&gt;Swapping how data for enemies is stored&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Feel free to adapt this approach for your own tower defence games. &lt;/p&gt;

</description>
      <category>javascript</category>
      <category>learning</category>
      <category>tutorial</category>
      <category>webdev</category>
    </item>
    <item>
      <title>Tracking Furthest Enemy in a Tower Defence Game using Max Heap</title>
      <dc:creator>Vlad Ogir</dc:creator>
      <pubDate>Sat, 23 Nov 2024 21:55:20 +0000</pubDate>
      <link>https://dev.to/vlad_ogir_76f82ec55672762/tracking-furthest-enemy-in-a-tower-defence-game-using-max-heap-33c6</link>
      <guid>https://dev.to/vlad_ogir_76f82ec55672762/tracking-furthest-enemy-in-a-tower-defence-game-using-max-heap-33c6</guid>
      <description>&lt;h3&gt;
  
  
  We have multiple enemies on the map, but which enemy should a tower focus on?
&lt;/h3&gt;

&lt;p&gt;Looking at a map as a player, it's an easy question to answer — the furthest enemy within tower range. But it’s not a simple thing to code!&lt;/p&gt;

&lt;p&gt;In this article, I will explain how to use the max heap to track the furthest enemy on the map. The answer to this question is the building block towards enabling towers to track enemies more effectively.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;This article is part of a larger series of articles where I explore the development of a tower defence game.&lt;/em&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Current Implementation
&lt;/h2&gt;

&lt;p&gt;In the existing implementation, whenever an enemy moves on the map, I trigger an event called &lt;code&gt;EnemyMoved&lt;/code&gt;. This event then triggers an update of the enemy's position on the map. The code below is for the update function:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;updateAvailableEnemyStore&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Enemy&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getPrevPosition&lt;/span&gt;&lt;span class="p"&gt;())&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;prev_position_key&lt;/span&gt;  &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getPrevPosition&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nx"&gt;row&lt;/span&gt;&lt;span class="p"&gt;}${&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getPrevPosition&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nx"&gt;col&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt;`&lt;/span&gt;
        &lt;span class="nx"&gt;enemySpatialGrid&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;prev_position_key&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;false&lt;/span&gt;
        &lt;span class="k"&gt;delete&lt;/span&gt; &lt;span class="nx"&gt;enemySpatialGrid&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;prev_position_key&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getPosition&lt;/span&gt;&lt;span class="p"&gt;())&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;current_position_key&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getPosition&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nx"&gt;row&lt;/span&gt;&lt;span class="p"&gt;}${&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getPosition&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nx"&gt;col&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt;`&lt;/span&gt;
        &lt;span class="nx"&gt;enemySpatialGrid&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;current_position_key&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;enemy&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;I used an array &lt;code&gt;enemySpatialGrid&lt;/code&gt; that tracks enemies in each cell on the map. This way, I can see what enemies are present within any cell.&lt;/p&gt;

&lt;p&gt;Towers also use this array to locate enemies to attack within their range.&lt;/p&gt;

&lt;p&gt;This implementation does the job, but there is a key issue: we don’t know if an enemy we pick from a cell is the furthest and within the tower’s range. This is because enemies within cells are in no particular order.&lt;/p&gt;

&lt;h2&gt;
  
  
  Why Max Heap?
&lt;/h2&gt;

&lt;p&gt;Max Heap can enable us to do the following:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;Return the furthest enemy with a time complexity of O(1).&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Computing the furthest enemy when a new enemy is added or distance updated with a complexity O(logN).&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Removing enemies from the heap at O(logN) time complexity.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Alternatives
&lt;/h2&gt;

&lt;p&gt;A simple alternative is to sort enemies within a cell by distance. Afterwards, a tower can loop through enemies in a cell and get the first enemy within its range.&lt;/p&gt;

&lt;p&gt;There are issues with this approach:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;&lt;p&gt;Sorting items generally takes O(N logN), this is slower than max heap.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Enemies that we loop through might not be within the tower’s range. It’s quicker to grab the first element from the max heap.&lt;/p&gt;&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;There are other approaches. One example is a balanced binary search tree. However, I will not be covering those.&lt;/p&gt;

&lt;h2&gt;
  
  
  Intuition
&lt;/h2&gt;

&lt;p&gt;We can tell which enemy is the furthest by looking at the map. But, how can we achieve the same using code?&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F0nbuwka9fdsa1kume2a5.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F0nbuwka9fdsa1kume2a5.png" alt="Figure 1: Map with 4 enemies" width="506" height="414"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;One way is to measure the distance the enemy travelled. Then we can compare distances between enemies. The enemy with the longest distance is the furthest.&lt;/p&gt;

&lt;h2&gt;
  
  
  Implementing Heap
&lt;/h2&gt;

&lt;p&gt;To implement a heap we need an array (the heap) and a dictionary (the positions). The heap will be used to store enemy distances &lt;code&gt;[4,3,2,1]&lt;/code&gt;. The positions mapper will map enemies to the indexes in the heap &lt;code&gt;{ 1:0, 2:1, 3:2, 4:3 }&lt;/code&gt;. This will help us keep distances for each enemy up to date. When the enemy moves, we will update both the heap and positions.&lt;/p&gt;

&lt;p&gt;This is how both heap and positions can be demonstrated using a tree and a table:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fgxt1eydng6oo66m0kl6v.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fgxt1eydng6oo66m0kl6v.png" alt="Figure 2: Furthest enemy is at the top of the heap." width="488" height="402"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;This is our base class for max heap, with the methods that we will implement:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;MaxHeap&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nl"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;][]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[];&lt;/span&gt;
    &lt;span class="nl"&gt;positions&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="na"&gt;key&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;]:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{};&lt;/span&gt;

    &lt;span class="nf"&gt;constructor&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[];&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;positions&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{};&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="nf"&gt;insertOrUpdate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy_id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;distanceTravelled&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="nf"&gt;deleteEnemy&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy_id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="nf"&gt;peek&lt;/span&gt;&lt;span class="p"&gt;():&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="k"&gt;default&lt;/span&gt; &lt;span class="nx"&gt;MaxHeap&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  1. Implementing “adding an enemy”
&lt;/h3&gt;

&lt;p&gt;To add an enemy, we need to do three things:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;&lt;p&gt;Add the enemy’s distance to the heap.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Map the enemy to the index in the heap.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Bubble the enemy’s position in the heap by comparing the enemy’s distance to its parent.&lt;/p&gt;&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;When adding an enemy to the heap, we will insert both distance and enemy ID. (This way we will know what enemy distance belongs to.)&lt;/p&gt;

&lt;p&gt;The code below shows how an insert can be implemented:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="nf"&gt;insertOrUpdate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy_id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;distanceTravelled&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;id&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;enemy_id&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;positions&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// TODO: enemy needs to be updated&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// add distance to the heap&lt;/span&gt;
        &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;array_length&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;push&lt;/span&gt;&lt;span class="p"&gt;([&lt;/span&gt;&lt;span class="nx"&gt;enemy_id&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;distanceTravelled&lt;/span&gt;&lt;span class="p"&gt;]);&lt;/span&gt;

        &lt;span class="c1"&gt;// map enemy to the index&lt;/span&gt;
        &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;index&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;array_length&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;positions&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;index&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// bubble enemy up&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;bubbleUp&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;index&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Bubbling up distance is a little bit harder. We need to compare the added distance to its parent. If a parent is of lower value, we need to swap a parent with a child.&lt;/p&gt;

&lt;p&gt;Below is a visual example of going through the process, building from Figure 2. In the example below we will add a new enemy with id 5 that travelled a distance of 3.5.&lt;/p&gt;

&lt;p&gt;1 - Add a new enemy to the back and map the enemy position to index in the heap.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fykm0nzvj0euvz56i7pg3.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fykm0nzvj0euvz56i7pg3.png" alt="Figure 3: Added new enemy with id 5 and distance 3.5" width="488" height="402"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;2 - Check if bubble-up is possible against its parent. A parent needs to be smaller than a child.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fi847wilb2xd6tzmziqra.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fi847wilb2xd6tzmziqra.png" alt="Figure 5: Checking if newly added enemy should be bubbled up" width="488" height="402"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;3 - Yes, bubble-up is possible, do the swap!&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fnjfi6ig7myf2hknv2uyz.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fnjfi6ig7myf2hknv2uyz.png" alt="Figure 6: Bubbling newly added enemy up" width="488" height="402"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;4 - Now, we must go back to step 2 until the parent is greater than the child.&lt;/p&gt;

&lt;p&gt;This is the code for the bubble-up:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;protected&lt;/span&gt; &lt;span class="nf"&gt;bubbleUp&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;index&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;while &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;index&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;parentIndex&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;floor&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;index&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;parentIndex&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;index&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;])&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;swap&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;parentIndex&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;index&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="nx"&gt;index&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;parentIndex&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;else&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;break&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;A parent is stored at the position &lt;code&gt;floor((index — 1)/2)&lt;/code&gt;. In array &lt;code&gt;[1,2,3]&lt;/code&gt;, 1 is a parent of both 2 and 3.&lt;/p&gt;

&lt;p&gt;We then compare the parent value to the value at the index. If a parent is less than a child, do the swap.&lt;/p&gt;

&lt;p&gt;The code for the swap is below:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;protected&lt;/span&gt; &lt;span class="nf"&gt;swap&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;index1&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;index2&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;index1&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;index2&lt;/span&gt;&lt;span class="p"&gt;]]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;index2&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;index1&lt;/span&gt;&lt;span class="p"&gt;]];&lt;/span&gt;

    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;positions&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;index2&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;]]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;index2&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;positions&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;index1&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;]]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;index1&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  2. Implementing “update enemy position”
&lt;/h3&gt;

&lt;p&gt;An update is done similarly to adding a new enemy. Except we need to know the enemy’s position in the heap. After that, we need to update the distance travelled in the heap and bubble up.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="nf"&gt;insertOrUpdate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy_id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;distanceTravelled&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;id&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;enemy_id&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;positions&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;index&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;positions&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;index&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;enemy_id&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;distanceTravelled&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// previous code for adding enemy here...&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// bubble enemy up&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;bubbleUp&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;index&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  3. Implementing “deleting an enemy”
&lt;/h3&gt;

&lt;p&gt;Generally, items are popped from the heap, but in the game, enemies might be killed before reaching the top.&lt;/p&gt;

&lt;p&gt;To achieve deletion, we need to take three steps:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;&lt;p&gt;Swap element to be deleted with the last element in the heap.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Pop the last element from the end of the heap.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Bubble down swapped element.&lt;/p&gt;&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;The code for the delete functionality:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;protected&lt;/span&gt; &lt;span class="nf"&gt;deleteEnemy&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy_id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;index&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;positions&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;enemy_id&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;

    &lt;span class="c1"&gt;// swap enemies&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;swap&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;index&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;length&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="c1"&gt;// delete enemy&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;pop&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="k"&gt;delete&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;positions&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;result&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;]];&lt;/span&gt;

    &lt;span class="c1"&gt;// bubble down swapped element&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;bubbleDown&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;index&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;In the example below I will take you through visuals of deleting the furthest item in the heap, as shown in the Figure 7.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Flk1bztmgcp9jxvlpm9c2.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Flk1bztmgcp9jxvlpm9c2.png" alt="Figure 7: Deleting furthest enemy from the heap" width="488" height="381"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;1 - We swap the first element with the last element.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Flj78b4yvzetrttwur14p.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Flj78b4yvzetrttwur14p.png" alt="Figure 8: Swapping enemy with the last enemy" width="488" height="381"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;2 - Delete the last element&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fp4yfct5lg4bm8z9du5dn.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fp4yfct5lg4bm8z9du5dn.png" alt="Figure 9: Enemy with id 1 is no longer on the list" width="488" height="381"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;3 - Bubble the enemy down if necessary by comparing the parent to its children. If any of the children are smaller than the parent, bubble down the parent, by swapping the parent with the largest child.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fn6wj3ku30umzhdwdlkxh.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fn6wj3ku30umzhdwdlkxh.png" alt="Figure 10: swapping the largest child with the parent" width="488" height="381"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;4 - Keep repeating step 3 until bubble down is not possible.&lt;/p&gt;

&lt;p&gt;This is the code for the bubble down:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;protected&lt;/span&gt; &lt;span class="nf"&gt;bubbleDown&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;index&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;while &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;index&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;length&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;leftChildIndex&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;index&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;rightChildIndex&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;index&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;leftVal&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;leftChildIndex&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;leftChildIndex&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="kc"&gt;Infinity&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;rightVal&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;rightChildIndex&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;rightChildIndex&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="kc"&gt;Infinity&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;targetIndex&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;leftVal&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="nx"&gt;rightVal&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="nx"&gt;leftChildIndex&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;rightChildIndex&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;target&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;targetIndex&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;

        &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;target&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="nx"&gt;target&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;index&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;])&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;swap&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;targetIndex&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;index&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="nx"&gt;index&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;targetIndex&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;else&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;break&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;We get indexes for the left and right child. Afterwards, we grab the largest child of the two and compare it to the parent. If the child is greater than the parent, swap values.&lt;/p&gt;

&lt;h3&gt;
  
  
  4. Implementing “peek”
&lt;/h3&gt;

&lt;p&gt;This is the simplest thing to implement. Since the heap is already sorted, we just need to grab the first element in the heap:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="nf"&gt;peek&lt;/span&gt;&lt;span class="p"&gt;():&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;heap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Start using Heap!
&lt;/h2&gt;

&lt;p&gt;Now that we have implemented the heap, we can integrate it into the code!&lt;/p&gt;

&lt;p&gt;The original code, within &lt;code&gt;updateAvailableEnemyStore&lt;/code&gt;, can now be swapped for a one-liner:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;furthest_enemies&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;MaxHeap&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;

&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;updateAvailableEnemyStore&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Enemy&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;furthest_enemies&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;insertOrUpdate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;distanceTravelled&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;There is also an event responsible for the removal of enemies from the maps. This is where heap delete will go.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;addEventListener&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;enemyRemoved&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;event&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="na"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Enemy&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;event&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;detail&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;

    &lt;span class="nx"&gt;furthest_enemies&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;deleteEnemy&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;You can see the outcome of this in the video below:&lt;br&gt;
&lt;iframe width="710" height="399" src="https://www.youtube.com/embed/sOE0Ja5HsKY"&gt;
&lt;/iframe&gt;
&lt;/p&gt;

&lt;h2&gt;
  
  
  Conclusion
&lt;/h2&gt;

&lt;p&gt;There it is. We implemented a max heap and then applied it to the game.&lt;/p&gt;

&lt;p&gt;Max heap successfully solved the problem. Now we know the furthest enemy on the map. Additionally, the max heap is more performant than the existing implementation.&lt;/p&gt;

&lt;p&gt;Lastly, its implementation paves the way to integrating it with towers. This will make it easier for towers to know what enemy to attack next.&lt;/p&gt;

</description>
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