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path: root/core/src/ch/asynk/rustanddust/game
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2016-01-06Option menus: repalce VSPACING with LABEL_PADDINGJérémy Zurcher1-14/+13
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
2016-01-05Player: add boolean canDoSomething()Jérémy Zurcher1-0/+11
2016-01-04StateMove: fix checkExit(Hex) usage, and path buildingJérémy Zurcher1-15/+20
2016-01-04PathBuilder: replace setExit(Orientation) with chooseExit(Orientation)Jérémy Zurcher2-5/+3
2016-01-04StateMove: split checkExit() -> inplace | from hexJérémy Zurcher1-5/+14
2016-01-04OptionsPanel: fix quit battleJérémy Zurcher1-0/+1
2016-01-04StateBreak: use chooseShortest()Jérémy Zurcher2-6/+6
2016-01-04PathBuilder: choosePath() -p chooseBest()Jérémy Zurcher2-2/+2
2016-01-04OptionsPanel: quick closingJérémy Zurcher1-0/+5
2016-01-04Map: fix call getDefense( defender.tile )Jérémy Zurcher1-1/+1
2016-01-04PathBuilder: impove error msgsJérémy Zurcher2-2/+2
2016-01-04UnitDock: replace selected red border with light grey BgJérémy Zurcher2-7/+5
2015-12-31Options: remove 'Automatic Path' optionJérémy Zurcher1-3/+0
2015-12-30OptionsPanel: fix missing paddingJérémy Zurcher1-4/+4
2015-12-30OptionsPanel: add Automatic PathJérémy Zurcher2-5/+63
2015-12-30Config: add autoPath = trueJérémy Zurcher2-1/+3
2015-12-30PathBuilder: toggleCtrlTile add boolean quick parameterJérémy Zurcher1-1/+1
2015-12-29Config: graphics default to CHITSJérémy Zurcher1-1/+1
2015-12-29Factory: use turret assets when availableJérémy Zurcher1-1/+15
2015-12-29Map0Hex: remove unused importJérémy Zurcher1-2/+0
2015-12-29TankFireAnimation: aim before shootingJérémy Zurcher1-1/+1
2015-12-29HeadedPawn: has a chit, a body and a turret that can aimJérémy Zurcher2-13/+26
2015-12-29Unit: enable ace overlay if neededJérémy Zurcher1-0/+1
2015-12-28Config: set TANKS as defaultJérémy Zurcher1-1/+1
2015-12-28update FIXMEJérémy Zurcher1-1/+1
2015-12-28Objective: Tile swallows Objective, ObjectiveSet is destroyed, Board does the...Jérémy Zurcher6-47/+13
2015-12-28Command: remove spaceJérémy Zurcher1-1/+1
2015-12-28Army: add overlay which is hex overlay indexJérémy Zurcher2-12/+16
2015-12-26game:HexSet -> engine:TileSetJérémy Zurcher3-35/+6
2015-12-26StateWithdraw: add debug error if many pathsJérémy Zurcher1-0/+4
2015-12-26States*: remove uselss empty lines in importsJérémy Zurcher5-6/+0
2015-12-26StateRotate: hide move assists on enter if option is offJérémy Zurcher1-0/+2
2015-12-24Hex: blockLineOfSightFrom(Tile) -> blockLineOfSight(Tile, Tile)Jérémy Zurcher1-2/+2
2015-12-24battles: add Battle00Jérémy Zurcher3-1/+124
2015-12-24Hex: simplify blockLineOfSightFrom(Tile)Jérémy Zurcher1-4/+1
2015-12-24State: replace touchUp() and touchDown() with touch(Hex)Jérémy Zurcher13-150/+61
2015-12-24States: do not use downHex or upHex out of touchDown() and touchUp()Jérémy Zurcher2-5/+5
2015-12-24ObjectiveSet: respond to isObjectiveFor() taking peristence into accountJérémy Zurcher1-4/+1
2015-12-23StateRotate: fix bug when in HQ activation, start rotate, but do not complete itJérémy Zurcher1-1/+4
2015-12-23BattleTest: be a test battle againJérémy Zurcher1-47/+55
2015-12-23game.Factory -> FactoryJérémy Zurcher5-9/+6
2015-12-21Map0Hex: isObjective(Tile) -> isObjectiveFor(Tile,Pawn) : says no if already ...Jérémy Zurcher1-2/+6
2015-12-21PathBuilder: fitness takes objectives into accountJérémy Zurcher1-0/+6
2015-12-20Hud: use ArrayDeque instead of StackJérémy Zurcher1-2/+2
2015-12-19Hud: replace touchUp + touchDown with hit(int, int)Jérémy Zurcher4-108/+24
2015-12-18clean up import statementsJérémy Zurcher1-1/+0
2015-12-18Hud: plug OptionsPanel inJérémy Zurcher1-7/+44
2015-12-18add game/hud/OptionsPanelJérémy Zurcher1-0/+146