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path: root/core/src/ch/asynk/rustanddust/game/Ctrl.java
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2016-04-01Ctrl: add EventType.UNIT_DOCK_SELECTJérémy Zurcher1-2/+6
2016-03-31Ctrl: add postEvent(EventType, Object)Jérémy Zurcher1-0/+6
2016-03-31Ctrl: TOGGLE_REINFORCEMENT -> UNIT_DOCK_TOGGLEJérémy Zurcher1-4/+4
2016-03-31Ctrl: add EventType.TOGGLE_REINFORCEMENTJérémy Zurcher1-2/+6
2016-03-31Ctrl: postAnimationsDone() -> postEvent(EventType)Jérémy Zurcher1-2/+2
2016-03-31Ctrl: Event is a private class, EventType is an inner public enumJérémy Zurcher1-11/+11
2016-03-31Ctrl: setState(StateType) is privateJérémy Zurcher1-1/+1
2016-03-31Ctrl: add Event.Type.ANIMATIONS_DONE and use itJérémy Zurcher1-15/+24
2016-03-31Ctrl: add private Event getEvent()Jérémy Zurcher1-6/+10
2016-03-31Ctrl: code cleanupJérémy Zurcher1-13/+10
2016-03-31Battle: hasReinforcement() -> setNextTurn()Jérémy Zurcher1-1/+1
2016-03-30Ctrl: add setState loop and depth detectionJérémy Zurcher1-0/+10
2016-03-30Ctrl,Hud: use events to send answers back from Hud to CtrlJérémy Zurcher1-25/+41
2016-03-30Ctrl: add postDone() and postAbort()Jérémy Zurcher1-0/+3
2016-03-30Ctrl: add event queue, supports STATE_CHANGE eventsJérémy Zurcher1-0/+46
2016-03-30Ctrl: no readon for StringWriter to be staticJérémy Zurcher1-1/+1
2016-03-30Ctrl: for now no replay if turn just endedJérémy Zurcher1-2/+6
2016-03-30Ctrl: completeReplayStep() does AP burn down, completeReplay() check for turn...Jérémy Zurcher1-3/+13
2016-03-30Ctrl: nextState == StateType.DONE -> call complete() and handle REPLAYJérémy Zurcher1-4/+13
2016-03-29Ctrl: knows how to replay a turnJérémy Zurcher1-6/+31
2016-03-29Ctrl: set default stateAfterAnimation = StateType.DONEJérémy Zurcher1-0/+1
2016-03-29Ctrl: replayLastOrder -> synchedJérémy Zurcher1-3/+3
2016-03-29Ctrl: replay last order on resume if not synchedJérémy Zurcher1-1/+9
2016-03-29Ctrl,State: enable StateReplayJérémy Zurcher1-0/+6
2016-03-24State leave/enter -> leaveFor/enterFromJérémy Zurcher1-2/+2
2016-03-23Ctrl: loading methods are protectedJérémy Zurcher1-3/+3
2016-03-22Battle,Ctrl: move JSON code from BattleCommon to CtrlJérémy Zurcher1-0/+27
2016-03-20StateType,Ctrl: add LOADING state and Ctrl.isLoading()Jérémy Zurcher1-2/+9
2016-03-20Ctrl: processAction/Turn() -> action/turnDoneCb() + add orderProcessedCb()Jérémy Zurcher1-2/+3
2016-03-07Ctrl: States are finalJérémy Zurcher1-10/+10
2016-03-07Battle: clean up the APIJérémy Zurcher1-0/+3
2016-03-07Ctrl: only RustAndDust param for constructorJérémy Zurcher1-3/+3
2016-02-18StateDeployment,Ctrl: clean up deployment completness procedureJérémy Zurcher1-7/+4
2016-02-17StateDeployment,Ctrl: call unitDeployed() { battle.actionDone(); } after each...Jérémy Zurcher1-0/+5
2016-01-31Ctrl: remove checkDeploymentDone()Jérémy Zurcher1-8/+0
2016-01-31Ctrl: add processAction, called within Map.actionDone()Jérémy Zurcher1-0/+1
2016-01-31Revert "add ctrl/PvP"Jérémy Zurcher1-4/+0
2016-01-28Ctrl: code reorderJérémy Zurcher1-3/+2
2016-01-27Battle: ... ok Battle.init() -> Battle.init(Ctrl) and sets the mapJérémy Zurcher1-4/+2
2016-01-27Battle,Ctrl: clean up initialisation phaseJérémy Zurcher1-1/+5
2016-01-25add ctrl/PvPJérémy Zurcher1-0/+4
2016-01-25Ctrl: add abstract init() and processTurn()Jérémy Zurcher1-0/+3
2016-01-24Battle: setup return StateType, calls hud.update() when players are setJérémy Zurcher1-9/+7
2016-01-24Battle: merge start() into setup()Jérémy Zurcher1-1/+0
2016-01-19Ctrl: add getCtrl(GameMode)Jérémy Zurcher1-0/+12
2016-01-14add game.ctrl.solo: first step into multimode gameJérémy Zurcher1-1/+1
2016-01-06Ctrl: do not process null HexJérémy Zurcher1-1/+1
2016-01-05Ctrl: check if Player can do something after each action and at turn startJérémy Zurcher1-1/+8
2015-12-24State: replace touchUp() and touchDown() with touch(Hex)Jérémy Zurcher1-19/+12
2015-12-19Hud: replace touchUp + touchDown with hit(int, int)Jérémy Zurcher1-4/+1