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path: root/core/src/ch/asynk/rustanddust/game
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2016-01-24Battle: setup return StateType, calls hud.update() when players are setJérémy Zurcher3-15/+19
2016-01-24Battle: merge start() into setup()Jérémy Zurcher5-36/+47
2016-01-24Battles: use add(int, int) instead of add(map.getHex(int, int))Jérémy Zurcher2-25/+25
2016-01-24Zone: add method add(int, int)Jérémy Zurcher1-0/+5
2016-01-24Command: add hq attribute in toJsonJérémy Zurcher1-0/+1
2016-01-24BattleCommon: add getWinner(int)Jérémy Zurcher3-40/+27
2016-01-22Battles: add _id and descriptionJérémy Zurcher2-0/+9
2016-01-22Battle: add public int getId()Jérémy Zurcher2-0/+9
2016-01-22OptionsPanel: add Battle ObjectivesJérémy Zurcher1-1/+26
2016-01-22ObjectivesPanel: no need to keep a ref to RustAndDustJérémy Zurcher1-2/+0
2016-01-22add game/hud/ObjectivesPanelJérémy Zurcher1-0/+106
2016-01-22OptionsPanel: add missing title.dispose()Jérémy Zurcher1-0/+1
2016-01-19Ctrl: add getCtrl(GameMode)Jérémy Zurcher1-0/+12
2016-01-14add game.ctrl.solo: first step into multimode gameJérémy Zurcher2-1/+14
2016-01-11IterableArray does not extends ArrayList but has it's own implementationJérémy Zurcher3-10/+9
2016-01-11add engine.util.Collection and use itJérémy Zurcher2-2/+2
2016-01-11ArrayListIt -> IterableArrayJérémy Zurcher3-7/+7
2016-01-11PathBuilder: tiles and paths use ArrayListItJérémy Zurcher1-1/+1
2016-01-10OrderList is an ArrayListItJérémy Zurcher1-1/+1
2016-01-09Engagement: use ArrayListIt instead of LinkedListJérémy Zurcher1-2/+3
2016-01-09Tile: add constructor param int capacity (of the stack)Jérémy Zurcher2-3/+5
2016-01-09Tile: stack is private and is an ArrayListItJérémy Zurcher1-1/+1
2016-01-09while, for, if codding styleJérémy Zurcher3-3/+3
2016-01-09StateBreak: remove useless import statementJérémy Zurcher1-1/+0
2016-01-09use ArrayListItJérémy Zurcher2-5/+5
2016-01-07Config: add fxStringsJérémy Zurcher2-5/+5
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