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path: root/core/src/ch/asynk/tankontank/engine/Pawn.java
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2014-11-05Pawn: add enterBoard(Tile, Orientation)Jérémy Zurcher1-0/+10
2014-11-05Pawn: add getPreviousTile()Jérémy Zurcher1-0/+5
2014-11-05Pawn: enter/rotate/move/attack -> move() and attack()Jérémy Zurcher1-4/+2
2014-11-05add Pawn.MoveJérémy Zurcher1-0/+41
2014-11-05Pawn.Attack: .reset() and .toString()Jérémy Zurcher1-2/+19
2014-11-05Pawn,Unit: add enter(int cost)Jérémy Zurcher1-0/+1
2014-11-03Pawn: do not use image.getXxxx()Jérémy Zurcher1-6/+6
2014-11-01Pawn: add attack.calculus String and feed itJérémy Zurcher1-0/+1
2014-10-31Borad,Pawn: getRotateAnimation(float, ...) do not need Vector3 Pool anymoreJérémy Zurcher1-2/+2
2014-10-31use new PossiblePaths classJérémy Zurcher1-6/+5
2014-10-30Pawn: remove boolean canBeAttacked(Pawn) -> use boolean canAttack(Pawn)Jérémy Zurcher1-1/+0
2014-10-29Pawn,Board: give current AnimationSequence size when asking Pawn for itJérémy Zurcher1-6/+6
2014-10-29Pawn: add boolean canBeAttacked(Pawn other)Jérémy Zurcher1-0/+1
2014-10-28use 4 atlases, set Unit overlaysJérémy Zurcher1-3/+3
2014-10-22Pawn: has a ref to current and prev TileJérémy Zurcher1-4/+20
2014-10-22Pawn: revertPosition() calls setPosition()Jérémy Zurcher1-1/+1
2014-10-22Pawn: add setOnTile(Tile, Orientation)Jérémy Zurcher1-0/+7
2014-10-22Bawn,Board: simplify getPawnPosAt(...)Jérémy Zurcher1-5/+5
2014-10-22Tile: replace Vector2 center with int col, row; float x, y;Jérémy Zurcher1-5/+5
2014-10-20Paw,Unit: add boolean isA(PawnType type)Jérémy Zurcher1-1/+6
2014-10-20Pawn,Unit: add boolean isHardTarget() this fixes canMove/Rotate/AttackJérémy Zurcher1-0/+1
2014-10-17Army: engine/Army -> interface engine/Faction + enum game/Army implements Fac...Jérémy Zurcher1-6/+6
2014-10-17Army: goes from game to engineJérémy Zurcher1-2/+13
2014-10-17Pawn,HeadedPawn: toString return protected descrJérémy Zurcher1-3/+3
2014-10-15Moveable interface comes in once againJérémy Zurcher1-2/+9
2014-10-14Pawn,Unit: add boolean isHqOf(Pawn), Player add boolean canPromote(Pawn)Jérémy Zurcher1-0/+1
2014-10-14Pawn,Unit add boolean canAssistAttackWithoutLos() and UnitType.ARTILLERYJérémy Zurcher1-0/+1
2014-10-13Pawn: add isFlankAttack()Jérémy Zurcher1-1/+6
2014-10-13Pawn: forgot to init attack inner classJérémy Zurcher1-1/+1
2014-10-13add Pawn.Attack public inner classJérémy Zurcher1-0/+9
2014-10-13Pawn,Unit: add int getFlankSides()Jérémy Zurcher1-0/+1
2014-10-11Pawn: add toString()Jérémy Zurcher1-2/+10
2014-10-10Pawn: cleanup animations, must set prevPosition when rotate, no need to set f...Jérémy Zurcher1-23/+11
2014-10-10Pawn: add prevPosition, revertPosition(), getRevertLastMoveAnimation()Jérémy Zurcher1-0/+29
2014-10-10Pawn: cleanupJérémy Zurcher1-8/+8
2014-10-10Pawn: add abstract move(int), rotate(Orientation), attack(Pawn), reset(), rev...Jérémy Zurcher1-2/+11
2014-10-09Paw,Unit: set fire() rotate() move(in), reset()Jérémy Zurcher1-0/+1
2014-10-08Pawn,Unit: add canMove() and canAttack()Jérémy Zurcher1-0/+2
2014-10-07Pawn,Unit: add isHq()Jérémy Zurcher1-0/+1
2014-10-06Pawn: add getRotationAnimation(Vector3)Jérémy Zurcher1-0/+8
2014-10-06Pawn,Board: add a RunnableAnimation to notify the end of the animationJérémy Zurcher1-1/+1
2014-10-06use ArrayList instead of VectorJérémy Zurcher1-2/+2
2014-10-04Pawn: implements Disposable, cleanupJérémy Zurcher1-82/+53
2014-10-04Tile: cleanup, add boolean hasTargetsFor(Pawn pawn)Jérémy Zurcher1-0/+1
2014-10-04fix according to new assetsJérémy Zurcher1-3/+3
2014-10-03Pawn: add Vector2 getCenter()Jérémy Zurcher1-0/+7
2014-10-03Pawn: is no more an imageJérémy Zurcher1-19/+45
2014-10-03Pawn: slow dawn pawn move animationJérémy Zurcher1-1/+1
2014-10-03Pawn: add AnimationSequence getMoveAnimation(Vector<Vector3> path)Jérémy Zurcher1-0/+21
2014-10-03Pawn: rename path -> movesJérémy Zurcher1-13/+14