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2014-11-06cut out turns from map_aJérémy Zurcher3-2/+2
2014-11-06Battle: boolean checkVictory(Ctrl) -> Player checkVictory(Ctrl)Jérémy Zurcher3-19/+27
2014-11-06BattleCommon: add protected TileSet objectives, use it in BattleHeadToHeadJérémy Zurcher2-3/+6
2014-11-06add TankOnTank.debug(...)Jérémy Zurcher14-46/+65
2014-11-05UnitDock: ugly fix to support different size pawnsJérémy Zurcher1-3/+7
2014-11-05Pawn: add centerOn(flaot, float)Jérémy Zurcher1-0/+5
2014-11-05StateRotate: block useless rotationJérémy Zurcher1-2/+1
2014-11-05StateRotate: allow again rotation in the same direction to fix entry moveJérémy Zurcher1-1/+2
2014-11-05StateMove,StateRotate: correctly revert entry movesJérémy Zurcher2-0/+9
2014-11-05Hud: show/hide/block reinforcementJérémy Zurcher1-0/+8
2014-11-05add game/states/StateEntryJérémy Zurcher4-3/+89
2014-11-05StateBreak,StateAnimation: no need to hide hud, done in StateCommon.goToNextS...Jérémy Zurcher2-2/+0
2014-11-05Map: add enterBoard(Pawn, Hex, Orientation) and leaveBoard(Pawn)Jérémy Zurcher1-0/+13
2014-11-05Pawn: add enterBoard(Tile, Orientation)Jérémy Zurcher1-0/+10
2014-11-05Player: add unitEntry(Pawn) and revertUnitEntry(Pawn)Jérémy Zurcher1-0/+12
2014-11-05Map: HQ are not allowed to command others when they enter the boardJérémy Zurcher1-1/+1
2014-11-05Map: cleanup Sytem.errJérémy Zurcher1-3/+1
2014-11-05Pawn: add getPreviousTile()Jérémy Zurcher1-0/+5
2014-11-05Pawn: enter/rotate/move/attack -> move() and attack()Jérémy Zurcher6-27/+18
2014-11-05Board: simply getSetPawnOntoAnimation(...) thanks to Pawn.MoveJérémy Zurcher1-4/+4
2014-11-05Board: call pawn.move.setRotation(...) in rotatePawn(...)Jérémy Zurcher1-0/+1
2014-11-05PossiblePaths: implements applyToPawn that feed Pawn.Move and is called from ...Jérémy Zurcher2-0/+13
2014-11-05add Pawn.MoveJérémy Zurcher1-0/+41
2014-11-05Pawn.Attack: .reset() and .toString()Jérémy Zurcher2-2/+20
2014-11-05PosisblePaths: fix cost computationJérémy Zurcher1-6/+6
2014-11-05PossiblePaths: fix findAllPaths(...) roadMarch overriding when trying adjacentsJérémy Zurcher1-4/+4
2014-11-05StateMove: do not call possiblePaths.clear() when leaving, might be needed in...Jérémy Zurcher1-1/+1
2014-11-05Battle: add TileSet getEntryPoint(Unit) Orientation getEntryOrientation(Player)Jérémy Zurcher3-0/+22
2014-11-05Board: findBestEntry(...) returns Orientation, not TileJérémy Zurcher1-5/+5
2014-11-05Unit: indentJérémy Zurcher1-4/+4
2014-11-05Pawn,Unit: add enter(int cost)Jérémy Zurcher2-1/+14
2014-11-05PossiblePaths: first call init(Pawn, Tile from) then build(Tile to)Jérémy Zurcher4-20/+15
2014-11-05PossiblePaths: support int init(Pawn pawn, Tile from, Tile to)Jérémy Zurcher1-6/+12
2014-11-05StatePromote: Unit p -> Unit unitJérémy Zurcher1-4/+4
2014-11-05game/States: remove useless import statementsJérémy Zurcher8-10/+0
2014-11-05Board: add Tile getAdjTileAt(Tile, Orientation) and Tile findBestEntry(Pawn, ...Jérémy Zurcher1-0/+63
2014-11-05Tile,Hex: int costFrom(Pawn, Orientation, boolean) -> int costFrom(Pawn, Orie...Jérémy Zurcher4-14/+12
2014-11-04Hud: no not set the button on after calling set statevim core/src/ch/asynk/ta...Jérémy Zurcher1-5/+2
2014-11-04UnitDock: code reorderJérémy Zurcher1-18/+18
2014-11-04Hud: remove empty lineJérémy Zurcher1-1/+0
2014-11-04Hurd: improve image touch schemeJérémy Zurcher1-12/+13
2014-11-04UnitDock: add selected pawn ImageJérémy Zurcher2-4/+16
2014-11-04hud atlas: add reinforcement-selected.pngJérémy Zurcher3-29/+36
2014-11-04UnitDock: do not hit when not visibleJérémy Zurcher1-1/+1
2014-11-04Ctrl: keep track of current StateType, notify Hud on changeJérémy Zurcher2-1/+9
2014-11-04Button: add public blockedJérémy Zurcher1-1/+3
2014-11-04Image: add public blockedJérémy Zurcher1-2/+5
2014-11-04Hud: import State.StateTypeJérémy Zurcher1-4/+5
2014-11-04Hud: fix touchUp button, do not set it On before checking for hitJérémy Zurcher1-3/+5
2014-11-04Hud: cleanup touchDow/Up logicJérémy Zurcher1-47/+47