The day started with the implementation of actions for weapons (firing guns and priming grenades). Firing is not finished of course, only the basic AP calculation for given fire mode is done. I’m leaving the actual firing direction / consequences calculation for the future.
I wanted to take a break from actions, items and stuff that I’ve done last few days. I wanted to do something more exciting; for example analyzing unit’s surroundings further mode. I’ve thought about unit’s field of vision, line of sight, fog of war, and more exciting things like blowing away the map with grenades. Now that’s fun!
For the purposes of the upcoming features, I added quickly the first option in the menu – selecting a tile. It’s needed of course for firing weapons in a specific direction, but I’m going to used for now to simulate / debug something specific on that tile, like a enemy unit standing or triggering a explosion.
Now for all this funky stuff, I need a bigger map with more walls, doors and even furniture tiles. I build quickly a “char array to tiles” parser and recreated the map (at least the basics) from the first scenario “The Assassins” from the original Laser Squad. With bigger and more detailed maps, the rendering all in white became boring, so I implemented some basic shading.
