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path: root/core/src/ch/asynk/tankontank/game/Map.java
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2014-10-28Map: add 'Hex getHexAt(float x, float y)'Jérémy Zurcher1-0/+5
2014-10-28Board: add Board.HexList and Board.HexSetJérémy Zurcher1-5/+24
2014-10-28Add interface Board.TileCollection extends Collection<Tile>Jérémy Zurcher1-10/+5
2014-10-28Map,StateCommon: hidePossibleTargetsMovesAssists() goes from Map to StateCommonJérémy Zurcher1-7/+0
2014-10-28Map: replace show...() with direct call to hide() and show()Jérémy Zurcher1-29/+7
2014-10-28TileList: extends ArrayList<Tile>, has a default overlay index, has methods h...Jérémy Zurcher1-5/+5
2014-10-28Map: replace isIn...() with direct callsJérémy Zurcher1-25/+0
2014-10-28Map: replace ...Count() with direct callsJérémy Zurcher1-16/+1
2014-10-28Map: HexList are now public, replace clear...() with direct callsJérémy Zurcher1-27/+7
2014-10-28Map: do not use Vector2,Vector3,GridPoint2 but HexJérémy Zurcher1-78/+62
2014-10-26Board,Map: possiblePaths is a TileList tooJérémy Zurcher1-14/+10
2014-10-23Map,Board: use TileList and HexList for moves and attacksJérémy Zurcher1-30/+30
2014-10-23Map,BattleFake,StateCommon: match map APIJérémy Zurcher1-5/+4
2014-10-22Board: neigbours is no more GridPoint2[] but Tile[]Jérémy Zurcher1-2/+2
2014-10-22Tile: replace Vector2 center with int col, row; float x, y;Jérémy Zurcher1-1/+1
2014-10-21Map: add clearActivablePawns() and clearActivatedPawns()Jérémy Zurcher1-0/+10
2014-10-201 at-gun attack 1 hard-target -> no consumed APJérémy Zurcher1-4/+5
2014-10-20Map: reorderJérémy Zurcher1-10/+10
2014-10-18Map: do not clear activable and activated pawn here, states needs themJérémy Zurcher1-2/+0
2014-10-16Map*: recieves TankOnTank it constructionJérémy Zurcher1-5/+6
2014-10-15add attack animationJérémy Zurcher1-4/+32
2014-10-15Board: unselectHex(GridPoint2) -> selectHex(GridPoint2, boolean)Jérémy Zurcher1-7/+2
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