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Tactical ground combat simulation for android
Jérémy Zurcher
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2014-10-29
update pawns-overlays
Jérémy Zurcher
4
-6
/
+20
2014-10-29
Map: code cleanup
Jérémy Zurcher
2
-57
/
+56
2014-10-29
Board: remove old comment
Jérémy Zurcher
1
-1
/
+0
2014-10-29
Unit: use common consturctor
Jérémy Zurcher
1
-2
/
+2
2014-10-29
Map: code reorder
Jérémy Zurcher
1
-10
/
+10
2014-10-29
Map: activatedPawns is a Board.PawnCollection
Jérémy Zurcher
3
-4
/
+7
2014-10-29
Map: fix typo, activated pawns must call attack(target)
Jérémy Zurcher
1
-2
/
+4
2014-10-29
Map,Unit: simplify show/hide functions
Jérémy Zurcher
10
-173
/
+121
2014-10-29
Map: remove useless HexSet and UnitSet classes, use TileSet and PawnSet
Jérémy Zurcher
1
-21
/
+5
2014-10-29
Pawn,Board: give current AnimationSequence size when asking Pawn for it
Jérémy Zurcher
2
-9
/
+9
2014-10-29
Pawn: add boolean canBeAttacked(Pawn other)
Jérémy Zurcher
3
-0
/
+8
2014-10-29
StateCommon: remove unused from
Jérémy Zurcher
1
-2
/
+0
2014-10-29
StateAnimation: do nothing with from and to
Jérémy Zurcher
1
-4
/
+0
2014-10-29
OptionsScreen: do not load assets a second time
Jérémy Zurcher
1
-2
/
+0
2014-10-29
Map: possibleTargets and attackAssists are Board.PawnCollection, ↵
Jérémy Zurcher
4
-38
/
+38
activablePawns is no more
2014-10-29
Unit: add ATTACK_ASSIST overlay
Jérémy Zurcher
5
-4
/
+17
2014-10-29
Map: fix collectPossibleTargets(...) call
Jérémy Zurcher
1
-2
/
+2
2014-10-28
Board: fix buildMoveAssists -> collectMoveAssists
Jérémy Zurcher
2
-6
/
+8
2014-10-28
Map: fix buildPossibleMoves(Pawn) and buildPossibleTargets(Pawn, ↵
Jérémy Zurcher
2
-3
/
+13
Iterator<Pawn>) return values
2014-10-28
Move and Rotate States: adapt to new moveablePawns definition
Jérémy Zurcher
3
-38
/
+39
2014-10-28
moveAssists -> UnitSet moveablePawns, include selected Pawn if can move
Jérémy Zurcher
1
-34
/
+33
2014-10-28
Board: add PawnSet, remove TileList
Jérémy Zurcher
3
-18
/
+27
2014-10-28
Unit: add overlays methods showMoveable(), showAttack(), showTarget()
Jérémy Zurcher
1
-1
/
+18
2014-10-28
Unit: add getHex()
Jérémy Zurcher
1
-0
/
+5
2014-10-28
pawn-overlays updates
Jérémy Zurcher
5
-1
/
+15
2014-10-28
TileSet,Hex: do not crash callint iterator().next() when empty
Jérémy Zurcher
2
-0
/
+2
2014-10-28
Tile: create stack at Tile construction
Jérémy Zurcher
1
-4
/
+2
2014-10-28
Tile: getIterator() -> iterator(), getTopPawn() goes private
Jérémy Zurcher
4
-13
/
+19
2014-10-28
Map: add 'Hex getHexAt(float x, float y)'
Jérémy Zurcher
2
-4
/
+7
2014-10-28
States: do not use Pawn but Unit
Jérémy Zurcher
6
-61
/
+61
2014-10-28
Player: Pawn promote(Pawn pawn) -> Unit promote(Unit unit)
Jérémy Zurcher
1
-5
/
+5
2014-10-28
Hex: add Unit getUnit()
Jérémy Zurcher
1
-0
/
+6
2014-10-28
use 4 atlases, set Unit overlays
Jérémy Zurcher
6
-36
/
+51
2014-10-28
assets.atlas -> hud.atlas pawns.atlas tile-overlays.atlas pawn-overlays.atlas
Jérémy Zurcher
67
-399
/
+417
2014-10-28
Board: add Board.HexList and Board.HexSet
Jérémy Zurcher
2
-16
/
+24
2014-10-28
add TileSet extends LinkedHashSet<Tile> implements Board.TileCollection
Jérémy Zurcher
1
-0
/
+57
2014-10-28
Add interface Board.TileCollection extends Collection<Tile>
Jérémy Zurcher
4
-29
/
+40
2014-10-28
TileList: use Collection interface
Jérémy Zurcher
1
-13
/
+2
2014-10-28
SearchBoard: moves is a Set
Jérémy Zurcher
3
-8
/
+23
2014-10-28
Map,StateCommon: hidePossibleTargetsMovesAssists() goes from Map to StateCommon
Jérémy Zurcher
3
-10
/
+10
2014-10-28
Map: replace show...() with direct call to hide() and show()
Jérémy Zurcher
5
-44
/
+24
2014-10-28
TileList: extends ArrayList<Tile>, has a default overlay index, has methods ↵
Jérémy Zurcher
3
-40
/
+21
hide()/show()
2014-10-28
Map: replace isIn...() with direct calls
Jérémy Zurcher
4
-32
/
+7
2014-10-28
Map: replace ...Count() with direct calls
Jérémy Zurcher
4
-23
/
+8
2014-10-28
Map: HexList are now public, replace clear...() with direct calls
Jérémy Zurcher
3
-30
/
+10
2014-10-28
BattleFake: map.getHexSafe is dead ...
Jérémy Zurcher
1
-17
/
+17
2014-10-28
States: use Hex instead of GridPoint2
Jérémy Zurcher
6
-86
/
+75
2014-10-28
Map: do not use Vector2,Vector3,GridPoint2 but Hex
Jérémy Zurcher
1
-78
/
+62
2014-10-28
Board: swallows ArrayList<Vector3> finalPath
Jérémy Zurcher
1
-2
/
+8
2014-10-27
Board: do not use GridPoint2, use Pawn, Tile and pawn.getTile()
Jérémy Zurcher
2
-112
/
+44
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