The current particle system isn't really a system at all. Back when I started with this project I had no idea how to solve the issue of timing the animations with the actual impact of the shots (see explosions).
The presentation of those effects also is pretty rudimentary and the code is way too complex and coupled to the logic itself (e.g. explosions only hit the tiles that are touched by the animation).
What we really need is the logic (e.g. an explosion hits tiles in an area of xx) and then apply the animations accordingly. This can be done by using particle systems which can be shot around the world, collide with world objects (particles themselves will also need those collision physics), and spawn other particle system.
The particles themselves need to be mapped to the game's grid and we need some way of blending the colors between overlapping particles.
The current particle system isn't really a system at all. Back when I started with this project I had no idea how to solve the issue of timing the animations with the actual impact of the shots (see explosions).
The presentation of those effects also is pretty rudimentary and the code is way too complex and coupled to the logic itself (e.g. explosions only hit the tiles that are touched by the animation).
What we really need is the logic (e.g. an explosion hits tiles in an area of xx) and then apply the animations accordingly. This can be done by using particle systems which can be shot around the world, collide with world objects (particles themselves will also need those collision physics), and spawn other particle system.
The particles themselves need to be mapped to the game's grid and we need some way of blending the colors between overlapping particles.