thx guys,

@Alluvian:

I love the big red arrow showing the movepath, is that drawn dynamically with lineTo's or is it made up of tiles?
tiles because as you can see they are depth sorted meaning they have interact with the other tile groups (shadows, marks, tank,...).
Everything that has to do with the surface is tile- based
...
data wise a simple array holding the coordinates in movement order each element with just X & Y cell coordinates. The rest goes through a renderer (that´s what I call methods that are executed with the framerate interval) and manages rotation, position & sprite assigning (because the angles are pre rendered I need to display the correct angle).
Before it can pass an array element the position and rotation have to match (with snapping mechanics) then it automaticly goes to the next array element.
From my expierence with such stuff (and I played alot with such) it´s best to leave the data itself as simple as possible (no command queue,...) and rather write the function more complex. As it gives you the flexibility to add features (like adding sparks when turning a curve)- without having to alter other methods that execute the same data.

@mr_malee: the space key is a cheating button, of course it can cause issues because it is hacked. Only shooting with available stars and on mouse click will destroy later on elements, the space key will be removed.

anyway the last hours been watching TV and:
- adding a mini map wich you can drag (fast map access + overview of map status)
- working on display for available star moves (shows cells colored on wich you can make a move)