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RustAndDust
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Tactical ground combat simulation for android
Jérémy Zurcher
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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
2014-10-04
Board: improve disposes()
Jérémy Zurcher
1
-6
/
+16
2014-10-04
Board: remove dead code
Jérémy Zurcher
1
-51
/
+0
2014-10-04
StackedImages: implements Disposable
Jérémy Zurcher
1
-1
/
+8
2014-10-04
HeadedPawn: override getOrientation() setPosition(f,f[,f]), setRotation(f)
Jérémy Zurcher
1
-1
/
+19
2014-10-04
Pawn: implements Disposable, cleanup
Jérémy Zurcher
1
-82
/
+53
- add +Vector3 position - add getPosition() - add getRotation() - add setRotation(float); - removes moves stack for now
2014-10-04
Tile: implements Disposable
Jérémy Zurcher
1
-1
/
+10
2014-10-04
Tile: cleanup, add boolean hasTargetsFor(Pawn pawn)
Jérémy Zurcher
2
-10
/
+26
2014-10-04
Orientation: fix fromMove(...)
Jérémy Zurcher
1
-2
/
+2
2014-10-04
fix according to new assets
Jérémy Zurcher
7
-63
/
+44
2014-10-04
regroup all pawns in 1 atlas
Jérémy Zurcher
51
-283
/
+238
2014-10-04
SearchBoard: on filtering if one path matches and has the exact size, chose it
Jérémy Zurcher
1
-2
/
+8
2014-10-04
SearchBoard: if distance between from and to is 1, chose this single move
Jérémy Zurcher
1
-2
/
+9
2014-10-04
SearchBoard: fix possibleMoves
Jérémy Zurcher
1
-2
/
+6
- on node update push it onto the stack and add it to the moves if not already in - if not enough moves to reach, set remaing to -1 not MAX_VALUE
2014-10-03
images update
Jérémy Zurcher
9
-72
/
+19
2014-10-03
MoveToAnimation: fix rotation
Jérémy Zurcher
33
-65
/
+93
2014-10-03
GameStateDirection: do not select after move
Jérémy Zurcher
1
-3
/
+1
2014-10-03
update sherman-head.png
Jérémy Zurcher
3
-11
/
+11
2014-10-03
Board: fix path, rotate on place then move
Jérémy Zurcher
1
-13
/
+24
2014-10-03
Board: use getHexAt(pawn.getCenter()) to avoid wrong hex if image is big
Jérémy Zurcher
1
-7
/
+11
2014-10-03
Pawn: add Vector2 getCenter()
Jérémy Zurcher
1
-0
/
+7
2014-10-03
Board: use pawn.getPosAt(center, pos)
Jérémy Zurcher
1
-8
/
+2
2014-10-03
Pawn: is no more an image
Jérémy Zurcher
2
-28
/
+47
2014-10-03
remove gfx/Moveable
Jérémy Zurcher
3
-27
/
+3
2014-10-03
run 'c' argument calls clean task
Jérémy Zurcher
1
-1
/
+1
2014-10-03
Pawn: slow dawn pawn move animation
Jérémy Zurcher
1
-1
/
+1
2014-10-03
try new sherman png
Jérémy Zurcher
4
-9
/
+16
2014-10-03
GameSates*: cleanup
Jérémy Zurcher
3
-21
/
+25
2014-10-03
Map: clearPossibles() -> hidePaths() && resetPaths()
Jérémy Zurcher
1
-4
/
+8
2014-10-03
Board: comment out unused methods
Jérémy Zurcher
1
-44
/
+44
2014-10-03
Map: enableFinalPath(..) ROSE must follow orders
Jérémy Zurcher
1
-1
/
+1
2014-10-03
remove debug output
Jérémy Zurcher
3
-3
/
+30
2014-10-03
Map: add movePawn(Pawn pawn, Orientation o)
Jérémy Zurcher
1
-1
/
+12
2014-10-03
Board: getFinalPath(...) returns an array of Vector3, add movePawn(...)
Jérémy Zurcher
1
-14
/
+52
2014-10-03
getPawnPosAt(...) has a third intout argument
Jérémy Zurcher
1
-4
/
+8
2014-10-03
Pawn: add AnimationSequence getMoveAnimation(Vector<Vector3> path)
Jérémy Zurcher
1
-0
/
+21
2014-10-03
Pawn: rename path -> moves
Jérémy Zurcher
1
-13
/
+14
2014-10-03
GameState: remove drag(float dx, float dy) and clean up
Jérémy Zurcher
6
-56
/
+2
2014-10-03
GameStatePath: fix ROSE position
Jérémy Zurcher
1
-1
/
+1
2014-10-03
Board: API goes GridPoint2
Jérémy Zurcher
4
-72
/
+55
2014-10-03
Board: use Orientation.fromMove(...)
Jérémy Zurcher
1
-19
/
+2
2014-10-03
Orientation: add Orientation fromMove(int col0, int row0, int col1, int row1)
Jérémy Zurcher
1
-0
/
+18
2014-10-03
Orientation: remove useless import
Jérémy Zurcher
1
-26
/
+0
2014-10-03
./run [cat]
Jérémy Zurcher
1
-11
/
+15
2014-10-03
fix tests
Jérémy Zurcher
2
-5
/
+9
2014-10-03
Board.Orientation -> Orientation
Jérémy Zurcher
10
-123
/
+154
2014-10-03
Board,SearchBoard: add getFinalPath(getFinalPath(Vector<GridPoint3> path)
Jérémy Zurcher
2
-0
/
+54
2014-10-02
Map: nableFinalPath(boolean) -> enableFinalPath(GridPoint2, boolean)
Jérémy Zurcher
2
-2
/
+3
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