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path: root/core/src/ch/asynk/rustanddust/game
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2015-12-07Map: pathsToggleHex(Hex) swallows togglePathOverlay(Hex)Jérémy Zurcher2-7/+2
2015-12-07add MapRules: that holds engagement specific rulesJérémy Zurcher3-71/+97
2015-12-07Map: remove useless bracketsJérémy Zurcher1-4/+5
2015-12-07Map: objectives and meteorology are protectedJérémy Zurcher1-2/+2
2015-12-07Map,States: possbleMoves->protected moves, pathBuilder->pathsJérémy Zurcher7-69/+74
2015-12-07Map,States: improve API -> hexWhatShow/HideJérémy Zurcher10-46/+46
2015-12-07Map,States: UnitList are protected, set a common APIJérémy Zurcher7-69/+137
2015-12-07get rid of orientation HexOverlayJérémy Zurcher4-8/+1
2015-12-01UnitDock: optimise selected border drawingJérémy Zurcher1-7/+4
2015-12-01Map: clear activatedUnits in case of ATG only attack after having launched th...Jérémy Zurcher1-3/+3
2015-11-21BattleTest: update start positionsJérémy Zurcher1-12/+10
2015-11-21remove LNL battles, and map definitionsJérémy Zurcher10-1031/+1
2015-11-21RustAndDust: load and use only black fontJérémy Zurcher1-6/+6
2015-11-21PlayerInfo: position turns and reinforcement labelJérémy Zurcher1-2/+4
2015-11-20add Map00 ...Jérémy Zurcher2-0/+93
2015-11-20Map: hex overlay file is given by FactoryJérémy Zurcher4-9/+9
2015-11-20Board,Map: each Map impelementation owns it's own ConfigJérémy Zurcher4-27/+44
2015-11-11UnitDock: recompute reinforcement units in dock if player changeJérémy Zurcher1-2/+4
2015-11-11PlayerInfo: fix turns label positionJérémy Zurcher1-1/+1
2015-11-11StateMove: call pathBuilder.choosePath() on multilpe pathsJérémy Zurcher1-0/+2
2015-11-10PlayerInfo: fix turns positionJérémy Zurcher1-1/+1
2015-11-10Config.Graphics: add get(int)Jérémy Zurcher1-0/+8
2015-11-10UnitDock: take care of scalingJérémy Zurcher1-10/+6
2015-11-10EngagementPanel: take care of dice dimension at constructionJérémy Zurcher1-9/+6
2015-11-10PlayerInfo: turn goes center topJérémy Zurcher1-6/+2
2015-11-10EngagementPanel: fix vertical position of diceJérémy Zurcher1-0/+1
2015-11-10StatisticsPanel: hit anywhere to closeJérémy Zurcher1-3/+1
2015-11-10UI: use setBtnRight and setBtnLeftJérémy Zurcher2-2/+2
2015-11-09EngagementPanel: specify dice animation dimensionJérémy Zurcher1-4/+10
2015-11-09UnitDock: try to pervent erratic bouncingJérémy Zurcher1-1/+1
2015-11-09EngagementPanel: us Bg instead of Sprite to scaleJérémy Zurcher1-10/+9
2015-11-09PlayerInfo: us Bg instead of Sprite to scaleJérémy Zurcher1-6/+6
2015-11-09PlayerInfo: add final to PADDINGJérémy Zurcher1-1/+1
2015-11-09EngagementPanel: fix element positionJérémy Zurcher1-13/+12
2015-11-09UnitDock: add setScale(float)Jérémy Zurcher1-1/+5
2015-11-09EngagementPanel: ckeck for button hit tooJérémy Zurcher1-1/+1
2015-11-09ui: center ok/cancel buttons on box cornersJérémy Zurcher2-5/+3
2015-11-09UnitDock: adapt scale to screen heightJérémy Zurcher1-1/+2
2015-11-06UnitDock: avoid silly yoyo bouncingJérémy Zurcher1-6/+9
2015-11-06UnitDock: smooth vertical adjustmentJérémy Zurcher1-4/+9
2015-11-06GameScreen -> UnitDock: add drag and implement vertical slide of unitsJérémy Zurcher4-1/+37
2015-11-05UnitDock: factorise matrix and scale computationJérémy Zurcher1-8/+6
2015-11-05UnitDock: add glScissorsJérémy Zurcher1-0/+16
2015-11-05Hex: add DEPRESSION TerrainTypeJérémy Zurcher2-1/+7
2015-11-05Map: add comment for special AT_GUN -> no AP spent caseJérémy Zurcher1-0/+1
2015-11-05add and use Pawn.canBreak()Jérémy Zurcher2-1/+7
2015-11-05add and use Pawn.preventDefenseOn(Tile)Jérémy Zurcher2-1/+10
2015-11-05Unit: regroup fctsJérémy Zurcher1-6/+6
2015-07-19welcome RustAndDustJérémy Zurcher42-0/+6106