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RustAndDust
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Tactical ground combat simulation for android
Jérémy Zurcher
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2014-10-06
GameCtrl: disable cancel button when in animation
Jérémy Zurcher
1
-0
/
+1
2014-10-06
Hud: only accept buttons if not in Action
Jérémy Zurcher
2
-7
/
+15
2014-10-06
Hud: buttons have 3 states now
Jérémy Zurcher
1
-49
/
+85
2014-10-06
update hud buttons png
Jérémy Zurcher
14
-41
/
+69
2014-10-06
GameCtrl: replace inAnimation() with mayProcessTouch()
Jérémy Zurcher
3
-12
/
+16
2014-10-06
update TODO
Jérémy Zurcher
1
-0
/
+6
2014-10-06
GameStateRotate: use current selectet pawn if one
Jérémy Zurcher
2
-1
/
+11
2014-10-06
GameStateCommon: downIsHex() -> sameHexes(GridPoint2 a, GridPoint2 b)
Jérémy Zurcher
1
-2
/
+2
2014-10-06
GameStateMove: must clear possible paths first, keep previously selected pawn
Jérémy Zurcher
1
-1
/
+13
2014-10-06
GameStateRotate: do not run animation if already heading in the right direction
Jérémy Zurcher
1
-2
/
+6
2014-10-06
Map: add rotatePawn(..), in it and movePawn(...), use RunnableAnimation() to ↵
Jérémy Zurcher
1
-1
/
+17
notify animation end
2014-10-06
Map: toggleDotOverlay(...) -> togglePathOverlay(...)
Jérémy Zurcher
1
-1
/
+1
2014-10-06
GameCtrl: add inAnimation() and animationDone()
Jérémy Zurcher
2
-3
/
+14
2014-10-06
GameCtrl: implements new GameState
Jérémy Zurcher
1
-10
/
+22
2014-10-06
Hud: fix calls to ctrl.setState(...)
Jérémy Zurcher
1
-4
/
+3
2014-10-06
Hud: add reset()
Jérémy Zurcher
1
-4
/
+9
2014-10-06
rewrite GameState ...
Jérémy Zurcher
6
-61
/
+198
2014-10-06
add abort() and enter() to GameState, set default implementation in ↵
Jérémy Zurcher
3
-6
/
+43
GameStateCommon
2014-10-06
Map: clarify show enable clear Moves Paths, Targes API
Jérémy Zurcher
1
-19
/
+14
2014-10-06
Hud: change constructor param order to match Map
Jérémy Zurcher
2
-2
/
+2
2014-10-06
Board: add rotatePawn(Pawn, Orientation, RunnableAnnimation)
Jérémy Zurcher
1
-0
/
+11
2014-10-06
Pawn: add getRotationAnimation(Vector3)
Jérémy Zurcher
1
-0
/
+8
2014-10-06
fix tests
Jérémy Zurcher
2
-31
/
+43
2014-10-06
Hud: add a reference to GameCtrl instance
Jérémy Zurcher
2
-3
/
+12
2014-10-06
Map: add a reference to GameCtrl instance
Jérémy Zurcher
5
-10
/
+13
2014-10-06
Map: showPossibleActions(...) calls showPossibleTargets(...) and ↵
Jérémy Zurcher
1
-3
/
+21
showPossibleMoves(...) add enableDirections(...)
2014-10-06
Pawn,Board: add a RunnableAnimation to notify the end of the animation
Jérémy Zurcher
2
-2
/
+3
2014-10-06
Board: fix nodesToPoints(...)
Jérémy Zurcher
1
-14
/
+4
2014-10-06
Hud: add setOn setOff to ActionBtn
Jérémy Zurcher
1
-10
/
+14
2014-10-06
update TODO
Jérémy Zurcher
1
-35
/
+14
2014-10-06
Board: clean up getCoordinatePath(...)
Jérémy Zurcher
1
-29
/
+24
2014-10-06
Orientation.fromMove: return KEEP if dx== 0 && dy==0
Jérémy Zurcher
1
-0
/
+1
2014-10-06
SearchBoard.Node: add tString()
Jérémy Zurcher
1
-0
/
+6
2014-10-06
use ArrayList instead of Vector
Jérémy Zurcher
6
-49
/
+48
2014-10-05
Board,Map: dispose clears all paths, and sets
Jérémy Zurcher
2
-10
/
+23
2014-10-05
Board.nodesToSet is good enough
Jérémy Zurcher
1
-4
/
+1
2014-10-05
GameScreen: remove hud, map, factory, use GameCtrl only
Jérémy Zurcher
1
-29
/
+41
2014-10-05
GameScreen: clean up
Jérémy Zurcher
1
-12
/
+11
2014-10-05
GameCtrl: has a Map, Hud and GameFactory
Jérémy Zurcher
1
-3
/
+27
2014-10-05
clean up GameState
Jérémy Zurcher
6
-32
/
+32
2014-10-05
Hud: setup basic cmd panel
Jérémy Zurcher
1
-13
/
+141
2014-10-05
GameStatePath: remove old comment
Jérémy Zurcher
1
-2
/
+0
2014-10-05
GameStateNone: hide possible targets on switch to PATH
Jérémy Zurcher
1
-0
/
+1
2014-10-05
Unit: implement boolean canAttack(Pawn other)
Jérémy Zurcher
1
-0
/
+6
2014-10-05
Hex: remove boolean hasTargetsFor(Pawn pawn)
Jérémy Zurcher
1
-13
/
+0
2014-10-05
add some images in data/misc
Jérémy Zurcher
6
-0
/
+0
2014-10-05
rename act-target*.png -> act-attack*.png
Jérémy Zurcher
4
-8
/
+8
2014-10-04
regroup all images in 1 atlas data/assets.*
Jérémy Zurcher
49
-5
/
+75
2014-10-04
pawn setup goes from GameScreen to GameFactory.fakeSetup(Map)
Jérémy Zurcher
2
-33
/
+27
2014-10-04
Board: use pawn.setPosition(..) instead of pawn.pushMove(..)
Jérémy Zurcher
1
-1
/
+1
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