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path: root/core/src/ch/asynk/tankontank/game/Map.java
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2014-10-14add promote actionJérémy Zurcher1-0/+8
2014-10-14Board: buildAttack(...) -> buildAttackAssists(...), clean up codeJérémy Zurcher1-2/+2
2014-10-14Board: add simpler buildPossibleTargetsFrom() based on enemy unitsJérémy Zurcher1-2/+3
2014-10-13move most of StateCommon helpers to MapJérémy Zurcher1-4/+26
2014-10-13Map: support flank attackJérémy Zurcher1-4/+10
2014-10-13Pawn: add isFlankAttack()Jérémy Zurcher1-11/+8
2014-10-13Map: fix attackPawn: must mark attacks done whatever the dic rollJérémy Zurcher1-5/+9
2014-10-13Map: boolean attackPawn(Pawn, GridPoint2, GridPoint2, int)Jérémy Zurcher1-0/+22
2014-10-13Map: add boolean toggleAttackAssist(Pawn)Jérémy Zurcher1-0/+13
2014-10-13Map: buildAttackAssists(Pawn, GridPoint2, Iterator<Pawn>) -> feed activatedPa...Jérémy Zurcher1-0/+3
2014-10-13Map: showAttackAssists(boolean) -> clear Hex.TARGET tooJérémy Zurcher1-1/+3
2014-10-13Map: add int attackAssistsCount()Jérémy Zurcher1-0/+5
2014-10-13Map: add showAttackAssists(), isInPossibleAttackAssists()Jérémy Zurcher1-0/+11
2014-10-13clean debug System.errJérémy Zurcher1-3/+3
2014-10-13Map: add clearPossibleTargets()Jérémy Zurcher1-0/+5
2014-10-13Map: add buildAttackAssists(Pawn, GridPoint2, Iterator<Pawn>)Jérémy Zurcher1-0/+9
2014-10-12add chosen direction overlay when must checkJérémy Zurcher1-0/+5
2014-10-12rename GameFactory -> FactoryJérémy Zurcher1-1/+1
2014-10-12rename GameCtrl -> CtrlJérémy Zurcher1-2/+2
2014-10-12add a few debug System.errJérémy Zurcher1-0/+3
2014-10-11Map: revertMoves() call activatedPawns.clear()Jérémy Zurcher1-0/+1
2014-10-11Map: clearPossibleTargetsMovesAssists() -> clearAll() and does itJérémy Zurcher1-7/+7
2014-10-10Map: add ArrayList activablePawns and activatedPawns , buildAndShowMovesAndAs...Jérémy Zurcher1-9/+58
2014-10-10Map: showFinalPath don't take care of DirectionJérémy Zurcher1-1/+0
2014-10-10Map: update rotate and move according to the previous modificationsJérémy Zurcher1-3/+13
2014-10-09Map: use getPathCost(Pawn, int), pawn.move(int) ,pawn.rotate()Jérémy Zurcher1-0/+3
2014-10-09Board: cleanup API, force tests updateJérémy Zurcher1-2/+2
2014-10-08Map: change enableXyz into showXyzJérémy Zurcher1-29/+29
2014-10-08Map: improve possible APIJérémy Zurcher1-40/+40
2014-10-08Hex: clarify constantsJérémy Zurcher1-10/+10
2014-10-08Map: update according to new possible and assists Board APIJérémy Zurcher1-42/+12
2014-10-07Map: only hq can order movesJérémy Zurcher1-7/+9
2014-10-07Map: add neighbours[], moveAssist and associated methodsJérémy Zurcher1-0/+42
2014-10-06Map: add rotatePawn(..), in it and movePawn(...), use RunnableAnimation() to ...Jérémy Zurcher1-1/+17
2014-10-06Map: toggleDotOverlay(...) -> togglePathOverlay(...)Jérémy Zurcher1-1/+1
2014-10-06Map: clarify show enable clear Moves Paths, Targes APIJérémy Zurcher1-19/+14
2014-10-06Map: add a reference to GameCtrl instanceJérémy Zurcher1-2/+5
2014-10-06Map: showPossibleActions(...) calls showPossibleTargets(...) and showPossible...Jérémy Zurcher1-3/+21
2014-10-06use ArrayList instead of VectorJérémy Zurcher1-4/+4
2014-10-05Board,Map: dispose clears all paths, and setsJérémy Zurcher1-4/+12
2014-10-04fix according to new assetsJérémy Zurcher1-6/+5
2014-10-03Map: clearPossibles() -> hidePaths() && resetPaths()Jérémy Zurcher1-4/+8
2014-10-03Map: enableFinalPath(..) ROSE must follow ordersJérémy Zurcher1-1/+1
2014-10-03Map: add movePawn(Pawn pawn, Orientation o)Jérémy Zurcher1-1/+12
2014-10-03Board: API goes GridPoint2Jérémy Zurcher1-3/+3
2014-10-02Map: nableFinalPath(boolean) -> enableFinalPath(GridPoint2, boolean)Jérémy Zurcher1-1/+2
2014-10-02Map: clean up to be used by game controllerJérémy Zurcher1-114/+63
2014-10-01Map: use toggleDotOverlay() instead of enableOverlayOn() for Hex.DOTJérémy Zurcher1-2/+8
2014-10-01start implementing moves, should use state patternJérémy Zurcher1-37/+105
2014-09-30Map: fix touchUpJérémy Zurcher1-8/+12