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RustAndDust
PvP
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server
units1
Tactical ground combat simulation for android
Jérémy Zurcher
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core
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src
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ch
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asynk
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rustanddust
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game
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2015-12-07
Map: pathsToggleHex(Hex) swallows togglePathOverlay(Hex)
Jérémy Zurcher
2
-7
/
+2
2015-12-07
add MapRules: that holds engagement specific rules
Jérémy Zurcher
3
-71
/
+97
2015-12-07
Map: remove useless brackets
Jérémy Zurcher
1
-4
/
+5
2015-12-07
Map: objectives and meteorology are protected
Jérémy Zurcher
1
-2
/
+2
2015-12-07
Map,States: possbleMoves->protected moves, pathBuilder->paths
Jérémy Zurcher
7
-69
/
+74
2015-12-07
Map,States: improve API -> hexWhatShow/Hide
Jérémy Zurcher
10
-46
/
+46
2015-12-07
Map,States: UnitList are protected, set a common API
Jérémy Zurcher
7
-69
/
+137
2015-12-07
get rid of orientation HexOverlay
Jérémy Zurcher
4
-8
/
+1
2015-12-01
UnitDock: optimise selected border drawing
Jérémy Zurcher
1
-7
/
+4
2015-12-01
Map: clear activatedUnits in case of ATG only attack after having launched th...
Jérémy Zurcher
1
-3
/
+3
2015-11-21
BattleTest: update start positions
Jérémy Zurcher
1
-12
/
+10
2015-11-21
remove LNL battles, and map definitions
Jérémy Zurcher
10
-1031
/
+1
2015-11-21
RustAndDust: load and use only black font
Jérémy Zurcher
1
-6
/
+6
2015-11-21
PlayerInfo: position turns and reinforcement label
Jérémy Zurcher
1
-2
/
+4
2015-11-20
add Map00 ...
Jérémy Zurcher
2
-0
/
+93
2015-11-20
Map: hex overlay file is given by Factory
Jérémy Zurcher
4
-9
/
+9
2015-11-20
Board,Map: each Map impelementation owns it's own Config
Jérémy Zurcher
4
-27
/
+44
2015-11-11
UnitDock: recompute reinforcement units in dock if player change
Jérémy Zurcher
1
-2
/
+4
2015-11-11
PlayerInfo: fix turns label position
Jérémy Zurcher
1
-1
/
+1
2015-11-11
StateMove: call pathBuilder.choosePath() on multilpe paths
Jérémy Zurcher
1
-0
/
+2
2015-11-10
PlayerInfo: fix turns position
Jérémy Zurcher
1
-1
/
+1
2015-11-10
Config.Graphics: add get(int)
Jérémy Zurcher
1
-0
/
+8
2015-11-10
UnitDock: take care of scaling
Jérémy Zurcher
1
-10
/
+6
2015-11-10
EngagementPanel: take care of dice dimension at construction
Jérémy Zurcher
1
-9
/
+6
2015-11-10
PlayerInfo: turn goes center top
Jérémy Zurcher
1
-6
/
+2
2015-11-10
EngagementPanel: fix vertical position of dice
Jérémy Zurcher
1
-0
/
+1
2015-11-10
StatisticsPanel: hit anywhere to close
Jérémy Zurcher
1
-3
/
+1
2015-11-10
UI: use setBtnRight and setBtnLeft
Jérémy Zurcher
2
-2
/
+2
2015-11-09
EngagementPanel: specify dice animation dimension
Jérémy Zurcher
1
-4
/
+10
2015-11-09
UnitDock: try to pervent erratic bouncing
Jérémy Zurcher
1
-1
/
+1
2015-11-09
EngagementPanel: us Bg instead of Sprite to scale
Jérémy Zurcher
1
-10
/
+9
2015-11-09
PlayerInfo: us Bg instead of Sprite to scale
Jérémy Zurcher
1
-6
/
+6
2015-11-09
PlayerInfo: add final to PADDING
Jérémy Zurcher
1
-1
/
+1
2015-11-09
EngagementPanel: fix element position
Jérémy Zurcher
1
-13
/
+12
2015-11-09
UnitDock: add setScale(float)
Jérémy Zurcher
1
-1
/
+5
2015-11-09
EngagementPanel: ckeck for button hit too
Jérémy Zurcher
1
-1
/
+1
2015-11-09
ui: center ok/cancel buttons on box corners
Jérémy Zurcher
2
-5
/
+3
2015-11-09
UnitDock: adapt scale to screen height
Jérémy Zurcher
1
-1
/
+2
2015-11-06
UnitDock: avoid silly yoyo bouncing
Jérémy Zurcher
1
-6
/
+9
2015-11-06
UnitDock: smooth vertical adjustment
Jérémy Zurcher
1
-4
/
+9
2015-11-06
GameScreen -> UnitDock: add drag and implement vertical slide of units
Jérémy Zurcher
4
-1
/
+37
2015-11-05
UnitDock: factorise matrix and scale computation
Jérémy Zurcher
1
-8
/
+6
2015-11-05
UnitDock: add glScissors
Jérémy Zurcher
1
-0
/
+16
2015-11-05
Hex: add DEPRESSION TerrainType
Jérémy Zurcher
2
-1
/
+7
2015-11-05
Map: add comment for special AT_GUN -> no AP spent case
Jérémy Zurcher
1
-0
/
+1
2015-11-05
add and use Pawn.canBreak()
Jérémy Zurcher
2
-1
/
+7
2015-11-05
add and use Pawn.preventDefenseOn(Tile)
Jérémy Zurcher
2
-1
/
+10
2015-11-05
Unit: regroup fcts
Jérémy Zurcher
1
-6
/
+6
2015-07-19
welcome RustAndDust
Jérémy Zurcher
42
-0
/
+6106