The Programs of the Week of Halloween
This Week’s Program: Oct 31 - Nov 4
The most frightening this week is how little progress I made on
hive-city
!
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Using the Player -> Action -> Instruction
pattern I established last
week, I implement Running
. A Model can run in Necromunda during
the Movement phase, electing to move twice its normal movement rate
but can not attack in the following Shooting phase.
I add the Run
Action to the list of available actions in the
Movement
phase and migrate the UI to use SVG’s
tspan
element.
I add the canRun
and run
functions to the Model module. The Run
action takes a form very similar to the Move
action, and executing
the Running
instruction calls the Model.run
function.
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I add a keyboard shortcut for the letter “R” to trigger the Run
command, and also stub in recursive calls to the update
function
with the NoOp
message so I don’t repeat the same code.
172a7a54f92175e71d072876da7611240d6cea76
In the Complete
message, instead of checking against a particular
action, I check against the phase of the turn to determine what should
happen after an Instruction has been executed.
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On the Command
message, I update the game’s context message that
appears at the top of the screen to instruct the player on what to do
next.
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Like I did with Running
, I start the work to implement Shooting
,
mostly by writing a bit of code around targeting a Model.
Next week, I’m going to make it so that a Model can attack another Model!
👻 Mark