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path: root/core/src/ch/asynk/tankontank/engine
AgeCommit message (Expand)AuthorFilesLines
2014-12-05InfantryFireAnimation: use completed to hide bullet traceJérémy Zurcher1-5/+4
2014-12-04InfantryFireAnimation: set(...) animate(...) draw(...) go into Shot classJérémy Zurcher1-73/+84
2014-12-04TankFireAnimation,InfantryFireAnimation: offset -> halfWidthJérémy Zurcher2-10/+10
2014-12-03add InfantryFireAnimationJérémy Zurcher1-0/+203
2014-12-03add infantry_fire.png and infantry_fire.mp3, plug them in FireAnimationJérémy Zurcher1-0/+14
2014-12-03TankFireAnimation: and image tuningJérémy Zurcher1-4/+2
2014-12-03add FireAnimation, static part of TankFireAnimationJérémy Zurcher2-63/+90
2014-12-03ShotAnimation -> TankFireAnimation, shot.*. -> tank_fire*.*Jérémy Zurcher1-57/+57
2014-12-03add engine/SelectedTile and plug it into BoardJérémy Zurcher2-2/+89
2014-12-03Board: implement DisposableJérémy Zurcher1-2/+4
2014-12-03animations/Sprites implements DisposableJérémy Zurcher4-5/+12
2014-12-02SpriteAnimation: use SpritesJérémy Zurcher1-23/+10
2014-11-30ShotAnimation: set a START_DELAY at 0.8fJérémy Zurcher1-1/+2
2014-11-30add DiceAnimationJérémy Zurcher1-0/+131
2014-11-30extract Sprites form ShotAnimationJérémy Zurcher2-27/+31
2014-11-29add PromoteAnimationJérémy Zurcher1-0/+97
2014-11-27ShotAnimation: use explosion soundsJérémy Zurcher1-15/+26
2014-11-27ShotAnimation,Map: resetAll() -> resetSound() called just before building ani...Jérémy Zurcher1-1/+1
2014-11-27ShotAnimation: reuse shortShot sound for hitJérémy Zurcher1-0/+1
2014-11-26ShotAnimation: play only 1 long sound, reset in Map.animationsDone()Jérémy Zurcher1-8/+18
2014-11-26add animations/ShotAnimationJérémy Zurcher1-0/+248
2014-11-23Board: removePawn does nothing is pawn is not on a tileJérémy Zurcher1-0/+2
2014-11-22Hud,Map: set ugly engagementSummary panelJérémy Zurcher1-2/+1
2014-11-22Map,SoundAnimation: use config.fxVolumeJérémy Zurcher1-3/+5
2014-11-21Map,Board,Pawn: plug in objectives managementJérémy Zurcher2-4/+5
2014-11-21Moveable: add Faction getFaction() to interface, Pawn implements itJérémy Zurcher2-0/+9
2014-11-21MoveToAnimation: callbacks float x y are center positionJérémy Zurcher1-3/+5
2014-11-21Pawn: Vector2 getCenter() -> float getCenterX() and float getCenterY()Jérémy Zurcher1-4/+7
2014-11-21MoveToAnimation: add callback for leave/enter hex end doneJérémy Zurcher1-0/+28
2014-11-20engine.PawnSet is dead : welcome UnitSetJérémy Zurcher3-38/+5
2014-11-20engine.TileSet/Zone are dead: welcome game.HexSet/ZoneJérémy Zurcher5-49/+8
2014-11-19add engine/MeteorologyJérémy Zurcher1-0/+24
2014-11-18PossiblePaths: add setExit(Orientation exit)Jérémy Zurcher1-0/+8
2014-11-18Board: pushPawnOnto(..) does nothing if tile is OFFMAPJérémy Zurcher1-1/+2
2014-11-18engine.EntryPoint -> engine.ZoneJérémy Zurcher1-2/+2
2014-11-17Tile,Hex: replace int defenseFor(Pawn, Pawn, Board.PawnCollection) with int d...Jérémy Zurcher1-1/+1
2014-11-17Pawn,Unit: add int getDefense(Tile)Jérémy Zurcher1-0/+1
2014-11-17Tile: add interface TileTerrain, boolean isA(TileTerrain terrain)Jérémy Zurcher1-0/+5
2014-11-17game.Player swallows engine.Player -> use List<Unit> intead of List<Pawn>Jérémy Zurcher1-90/+0
2014-11-17Pawn,Unit: add interface Pawn.PawnId, boolean isA(PawnId i)Jérémy Zurcher1-0/+5
2014-11-17Board: coding styleJérémy Zurcher1-3/+3
2014-11-17Player: clean up APIJérémy Zurcher2-34/+23
2014-11-16Player: add casualties()Jérémy Zurcher1-0/+5
2014-11-16EntryPoint: add public Orientation orientationJérémy Zurcher1-0/+1
2014-11-15Orientation: addstatic Orientation fromAdj(Tile from, Tile to)Jérémy Zurcher1-0/+5
2014-11-14Pawn,Board,Map,StateRotate: use regular move for rotationJérémy Zurcher2-23/+0
2014-11-14Pawn: add boolean isRotation() {distance == 0}Jérémy Zurcher1-0/+5
2014-11-14PossiblePaths: support rotation has moves of distance 0 and cost 0Jérémy Zurcher1-14/+17
2014-11-14PossiblePaths: add boolean isSet()Jérémy Zurcher1-0/+5
2014-11-14Pawn: default mvt cost is 0Jérémy Zurcher1-1/+1