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RustAndDust
PvP
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units1
Tactical ground combat simulation for android
Jérémy Zurcher
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2014-11-04
Image: add public blocked
Jérémy Zurcher
1
-2
/
+5
2014-11-04
Hud: import State.StateType
Jérémy Zurcher
1
-4
/
+5
2014-11-04
Hud: fix touchUp button, do not set it On before checking for hit
Jérémy Zurcher
1
-3
/
+5
2014-11-04
Hud: cleanup touchDow/Up logic
Jérémy Zurcher
1
-47
/
+47
2014-11-04
engine/Player: reinforcement is public -> no need of reinforcementCount()
Jérémy Zurcher
2
-6
/
+1
2014-11-04
Hud: reinforcement+reinforcementText -> TextImage reinforcement
Jérémy Zurcher
1
-15
/
+7
2014-11-04
UnitDock: track the last selected Pawn in public Pawn selectedPawn;
Jérémy Zurcher
1
-1
/
+9
2014-11-04
UnitDock: PADDING = 10f
Jérémy Zurcher
1
-1
/
+1
2014-11-04
hud...: replace contains(float, float) with hit(float, float)
Jérémy Zurcher
4
-10
/
+10
2014-11-04
add game/hud/TextButton
Jérémy Zurcher
1
-0
/
+47
2014-11-04
Hud: use TextImage for turns and aps
Jérémy Zurcher
1
-16
/
+7
2014-11-04
add game/hud/TextImage
Jérémy Zurcher
1
-0
/
+49
2014-11-04
Button: add void draw(Batch batch)
Jérémy Zurcher
2
-6
/
+13
2014-11-03
UnitDock: optimize transformation matrix computation and use scaled ↵
Jérémy Zurcher
1
-12
/
+28
rectangle for hit detection
2014-11-03
UnitDock: use List<Pawn> instead of Iterator<Pawn>
Jérémy Zurcher
1
-14
/
+10
2014-11-03
engine/Player: replace reinforcementIterator() with List<Pawn> ↵
Jérémy Zurcher
1
-10
/
+6
getReinforcement()
2014-11-03
Hud: add unitDock
Jérémy Zurcher
1
-1
/
+12
2014-11-03
add game/hud/UnitDock
Jérémy Zurcher
1
-0
/
+135
2014-11-03
Hud: use turns click instead of flag click to end turn
Jérémy Zurcher
1
-3
/
+4
2014-11-03
Pawn: do not use image.getXxxx()
Jérémy Zurcher
1
-6
/
+6
2014-11-03
BattleHeadToHead: add entry points and associate units to them
Jérémy Zurcher
1
-17
/
+42
2014-11-03
BattleCommon: add entryPoints=ArrayList<TileSet>, and ↵
Jérémy Zurcher
1
-0
/
+20
pawnEntry=HashMap<Unit, TileSet>
2014-11-02
BattleFake -> BattleHeadToHead
Jérémy Zurcher
2
-4
/
+4
2014-11-02
GameScreen: ZOOM_IN_MAX = 0.3f;
Jérémy Zurcher
1
-1
/
+1
2014-11-02
BattleFake: don't set Units on map, but as reinforcement
Jérémy Zurcher
1
-17
/
+17
2014-11-02
Hud: add reinforcementText
Jérémy Zurcher
1
-2
/
+17
2014-11-02
Image: add visible
Jérémy Zurcher
1
-0
/
+13
2014-11-02
engine/Player: add reinforcementCount()
Jérémy Zurcher
1
-0
/
+5
2014-11-02
Hud: add turns and turnsText
Jérémy Zurcher
1
-1
/
+13
2014-11-02
Text: add getWidth() getHeight()
Jérémy Zurcher
1
-0
/
+12
2014-11-02
add turns grphic
Jérémy Zurcher
3
-0
/
+7
2014-11-02
resize reinforcement image
Jérémy Zurcher
3
-4
/
+4
2014-11-02
Hud: replace Msg status with Image aps and Text apsText
Jérémy Zurcher
1
-6
/
+12
2014-11-02
add game/hud/Text
Jérémy Zurcher
1
-0
/
+66
2014-11-02
PLayer: String getStatus() -> int getAp()
Jérémy Zurcher
1
-2
/
+2
2014-11-02
Msg: font.dispose()
Jérémy Zurcher
1
-8
/
+15
2014-11-02
update hud graphics
Jérémy Zurcher
25
-51
/
+30
2014-11-02
Ctrl: fix battle.checkVictory()
Jérémy Zurcher
1
-2
/
+2
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
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