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path: root/core/src/ch/asynk/tankontank/game/Hex.java
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2015-01-19Hex: Orientation.KEEP move -> stay -> cost 0Jérémy Zurcher1-0/+1
2015-01-19Tile,Hex: add exitCost()Jérémy Zurcher1-0/+6
2015-01-19Hex: costFrom() use (Integer.MAX_VALUE/2) to avoid integer overflowJérémy Zurcher1-2/+2
2014-12-18Hex: use String.format for toString(), add toShort()Jérémy Zurcher1-1/+6
2014-11-30ObjectiveSet,Map,Hex: visualy differenciate objectives that has to be hold an...Jérémy Zurcher1-3/+4
2014-11-21add TODOJérémy Zurcher1-0/+1
2014-11-21Hex.OBJECTIVE_GE and Hex.OBJECTIVE_USJérémy Zurcher1-1/+3
2014-11-17Tile,Hex: replace int defenseFor(Pawn, Pawn, Board.PawnCollection) with int d...Jérémy Zurcher1-30/+2
2014-11-17Hex: use isA(...)Jérémy Zurcher1-7/+8
2014-11-17Tile: add interface TileTerrain, boolean isA(TileTerrain terrain)Jérémy Zurcher1-1/+7
2014-11-14Naming attack -> engagement - move -> movementJérémy Zurcher1-1/+1
2014-11-05Tile,Hex: int costFrom(Pawn, Orientation, boolean) -> int costFrom(Pawn, Orie...Jérémy Zurcher1-2/+2
2014-11-01Hex,Map: add Hex.OBJECTIVE, howObjective(Hex) hideObjective(Hex)Jérémy Zurcher1-0/+1
2014-11-01set new Tile overlays and cleanup usageJérémy Zurcher1-6/+4
2014-11-01Pawn: add attack.calculus String and feed itJérémy Zurcher1-2/+2
2014-10-29Map: activatedPawns is a Board.PawnCollectionJérémy Zurcher1-1/+2
2014-10-28TileSet,Hex: do not crash callint iterator().next() when emptyJérémy Zurcher1-0/+1
2014-10-28Tile: getIterator() -> iterator(), getTopPawn() goes privateJérémy Zurcher1-2/+1
2014-10-28Hex: add Unit getUnit()Jérémy Zurcher1-0/+6
2014-10-22Tile: replace Vector2 center with int col, row; float x, y;Jérémy Zurcher1-3/+3
2014-10-15Hex: improve debug outputJérémy Zurcher1-3/+4
2014-10-13Map: support flank attackJérémy Zurcher1-1/+1
2014-10-13Hex: add defense debugJérémy Zurcher1-0/+1
2014-10-13Tile,Hex: add int defenseFor(Pawn, List<Pawn>)Jérémy Zurcher1-0/+33
2014-10-12add chosen direction overlay when must checkJérémy Zurcher1-0/+1
2014-10-08Hex: clarify constantsJérémy Zurcher1-7/+7
2014-10-07add assist pawn overheadJérémy Zurcher1-0/+1
2014-10-07Pawn: add toString()Jérémy Zurcher1-0/+5
2014-10-05Hex: remove boolean hasTargetsFor(Pawn pawn)Jérémy Zurcher1-13/+0
2014-10-04fix according to new assetsJérémy Zurcher1-3/+2
2014-10-03Board.Orientation -> OrientationJérémy Zurcher1-2/+3
2014-10-01add hex overlays MOVE and ROSEJérémy Zurcher1-0/+2
2014-10-01rework hex overheads imagesJérémy Zurcher1-3/+4
2014-09-30Tile: occupied() -> isEmpty() && hasUnits()Jérémy Zurcher1-4/+4
2014-09-30Tile/Hex: add blockLineOfSightFrom(Tile)Jérémy Zurcher1-0/+12
2014-09-29Tile/Hex: add boolean isOffMap()Jérémy Zurcher1-0/+6
2014-09-27Tiles have a center, GameFactory implements Board.TileBuilder to create Hex(c...Jérémy Zurcher1-13/+2
2014-09-25Tile, Hex: add hasTargetsFor(Pawn)Jérémy Zurcher1-0/+14
2014-09-24Tile.roadMarchBonus() -> Pawn.roadMarch()Jérémy Zurcher1-6/+0
2014-09-24Tile and Hex: atLeastOneMove(), roadMarchBonus(), road(), costFrom()Jérémy Zurcher1-2/+29
2014-09-23add Hex.OFFMAPJérémy Zurcher1-0/+2
2014-09-23Hex: add overlay index constantsJérémy Zurcher1-0/+5
2014-09-23board allocation goes into Board, hex setup goes into MapA extends MapJérémy Zurcher1-7/+11
2014-09-22coding styleJérémy Zurhcer1-4/+4
2014-09-22Pawn.Orientation + Tile.Side -> Board.OrientationJérémy Zurcher1-2/+3
2014-09-21update Map,Hex,Unit extends Board,Tile,Pawn fix GameScreenJérémy Zurcher1-2/+2
2014-09-21fix Hex and GameFactory to follow TileOverlaysJérémy Zurcher1-27/+7
2014-09-17split into '.engine.*' and '.game.*'Jérémy Zurcher1-0/+3
2014-09-17renameJérémy Zurcher1-15/+60
2014-09-16build board in HexMapFactory, use MapHexJérémy Zurcher1-0/+6