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RustAndDust
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units1
Tactical ground combat simulation for android
Jérémy Zurcher
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2014-11-02
Player,Hud: move all graphics from Player to Hud
Jérémy Zurcher
5
-70
/
+70
2014-11-02
resize down flags
Jérémy Zurcher
2
-0
/
+0
2014-11-02
add reinforcement.png to hud.atlas
Jérémy Zurcher
3
-24
/
+31
2014-11-01
engine/Player: add getFaction()
Jérémy Zurcher
1
-0
/
+5
2014-11-01
Msg: add getX() getX() setPosition(float, float, int) write(String, float)
Jérémy Zurcher
1
-0
/
+27
2014-11-01
Battle: add public boolean checkVictory(Ctrl ctrl); and implement it
Jérémy Zurcher
3
-1
/
+34
2014-11-01
Player: add int getTurn()
Jérémy Zurcher
1
-0
/
+5
2014-11-01
Ctrl: keep a final ref to the Battle
Jérémy Zurcher
1
-0
/
+2
2014-11-01
Player: add int unitsLeft()
Jérémy Zurcher
1
-0
/
+5
2014-11-01
Hex,Map: add Hex.OBJECTIVE, howObjective(Hex) hideObjective(Hex)
Jérémy Zurcher
5
-0
/
+10
2014-11-01
Hup,StateAttack: support and use Msg.pushWrite(...)
Jérémy Zurcher
2
-4
/
+12
2014-11-01
Msg: add pushWrite(...) wait for the previous messages to be disblayed
Jérémy Zurcher
1
-2
/
+35
2014-11-01
remove unnecessary comments
Jérémy Zurcher
4
-4
/
+0
2014-11-01
update TODO
Jérémy Zurcher
1
-1
/
+3
2014-11-01
StateBreak: use show/hideMove instead of un/selectHex
Jérémy Zurcher
1
-4
/
+4
2014-11-01
regenerate atlases
Jérémy Zurcher
4
-42
/
+14
2014-11-01
clean up Pawn overlays
Jérémy Zurcher
9
-10
/
+10
2014-11-01
BattleFake: coding style
Jérémy Zurcher
1
-1
/
+1
2014-11-01
set new Tile overlays and cleanup usage
Jérémy Zurcher
15
-26
/
+15
2014-11-01
add notifications
Jérémy Zurcher
4
-5
/
+13
2014-11-01
Map: toggleAttackAssist: return boolean
Jérémy Zurcher
1
-1
/
+3
2014-11-01
Pawn: add attack.calculus String and feed it
Jérémy Zurcher
5
-7
/
+13
2014-11-01
StateAttack: opponent gets the casualties not player
Jérémy Zurcher
1
-1
/
+1
2014-11-01
Msg: use Position
Jérémy Zurcher
2
-3
/
+11
2014-11-01
add game/hud/Position
Jérémy Zurcher
1
-0
/
+69
2014-11-01
update selectd hex overlay
Jérémy Zurcher
4
-1
/
+1
2014-11-01
Board: factorize pawn animation code
Jérémy Zurcher
1
-13
/
+15
2014-10-31
update TODO
Jérémy Zurcher
1
-4
/
+4
2014-10-31
StateCommon: accept touch on OFFMAP Hex, but do not highlight them
Jérémy Zurcher
1
-5
/
+3
2014-10-31
Factory: forgot to update getNewTile(...)
Jérémy Zurcher
1
-2
/
+4
2014-10-31
Board: on animation first call removePawn(), at the end setPawnOnto() to ↵
Jérémy Zurcher
1
-1
/
+9
ensure revert safety
2014-10-31
Borad,Pawn: getRotateAnimation(float, ...) do not need Vector3 Pool anymore
Jérémy Zurcher
2
-17
/
+3
2014-10-31
Unit: artillery is an hard target too
Jérémy Zurcher
1
-1
/
+1
2014-10-31
Board: add of frame of OFFMAP tiles around the board
Jérémy Zurcher
1
-18
/
+32
2014-10-31
StateMove: must call map.possiblePaths.clear() on enter
Jérémy Zurcher
1
-0
/
+1
2014-10-31
Map,States: implement infantry move after successfull attack
Jérémy Zurcher
5
-5
/
+23
2014-10-31
add game/states/StateBreak
Jérémy Zurcher
1
-0
/
+88
2014-10-31
update TODO file and TODO/FIXME comments
Jérémy Zurcher
4
-3
/
+4
2014-10-31
Board: movePawn: use possiblePaths.to in RunnableAnimation
Jérémy Zurcher
1
-3
/
+2
2014-10-31
PossiblePaths: Pawn, Tile, Orientation are public
Jérémy Zurcher
2
-19
/
+19
2014-10-31
Board: collectAttackAssists do not include attack leader
Jérémy Zurcher
1
-1
/
+1
2014-10-31
PossiblePaths: fix path.get(i)
Jérémy Zurcher
1
-2
/
+9
2014-10-31
coding style
Jérémy Zurcher
1
-1
/
+1
2014-10-31
Tile: implements Iterable<Pawn>
Jérémy Zurcher
1
-1
/
+1
2014-10-31
cleanup XxxCollection interfaces -> PawnSet and TileSet
Jérémy Zurcher
3
-50
/
+0
2014-10-31
use new PossiblePaths class
Jérémy Zurcher
5
-248
/
+24
2014-10-31
add engine/PossiblePaths
Jérémy Zurcher
1
-0
/
+297
2014-10-31
Board,SearcBoard: setAdjacentTiles(...) is public, directly access Tile.col ↵
Jérémy Zurcher
2
-9
/
+9
and Tile.row
2014-10-30
SearchBoard,Board: sides and distance goes from SearchBoard to Board
Jérémy Zurcher
2
-36
/
+47
2014-10-30
BattleFake: remove useless GridPoint2
Jérémy Zurcher
1
-1
/
+0
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