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path: root/core/src/ch/asynk/tankontank/game/Map.java
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2015-01-19Map: add private process(Unit, Move)Jérémy Zurcher1-17/+37
2015-01-18Map: advertise States entry callsJérémy Zurcher1-1/+3
2015-01-18PossiblePaths: add getExitMove()Jérémy Zurcher1-4/+1
2015-01-18Move: add static getEnter() and getSet()Jérémy Zurcher1-7/+2
2015-01-18Map: extract playMoveSound(Unit) out of startMove(Unit)Jérémy Zurcher1-1/+6
2015-01-18Map: exitBoard() does move the unit, add revertEnter(Unit)Jérémy Zurcher1-8/+20
2015-01-18Map: leaveBoard -> exitBoardJérémy Zurcher1-1/+1
2015-01-18remove Pawn.Movement class, use Move insteadJérémy Zurcher1-7/+14
2015-01-18State: done() -> execute()Jérémy Zurcher1-1/+1
2015-01-16PossiblePath: is DisposableJérémy Zurcher1-0/+1
2015-01-13Map: do not set possiblePaths.orientation, states take care of thatJérémy Zurcher1-2/+1
2015-01-12Board,Map: regroup possiblePaths manipulations in MapJérémy Zurcher1-0/+1
2015-01-06Map,StatePromote: use ctrl.mapTouch as promote animation start pointJérémy Zurcher1-8/+2
2015-01-02use promote_us.mp3 and promote_ge.mp3Jérémy Zurcher1-2/+4
2015-01-02add infantry_move.mp3Jérémy Zurcher1-4/+8
2014-12-27move base ui widgets into core/src/ch/asynk/tankontank/uiJérémy Zurcher1-1/+1
2014-12-18Map: enterBoard() from deployment -> setOnBoard()Jérémy Zurcher1-3/+6
2014-12-11Map,Engagement: implement visual re-rollJérémy Zurcher1-10/+28
2014-12-05Map: use DestroyAnimationJérémy Zurcher1-8/+8
2014-12-04TankFireAnimation,InfantryFireAnimation: offset -> halfWidthJérémy Zurcher1-2/+3
2014-12-03addJérémy Zurcher1-1/+5
2014-12-03add infantry_fire.png and infantry_fire.mp3, plug them in FireAnimationJérémy Zurcher1-1/+3
2014-12-03add FireAnimation, static part of TankFireAnimationJérémy Zurcher1-3/+4
2014-12-03ShotAnimation -> TankFireAnimation, shot.*. -> tank_fire*.*Jérémy Zurcher1-8/+8
2014-12-03add hex.png and use selectedTileJérémy Zurcher1-3/+5
2014-12-01Map: do compute engagement numbers whatever the die areJérémy Zurcher1-34/+32
2014-11-30Engagement: update it to show dice an flagsJérémy Zurcher1-9/+11
2014-11-30add DiceAnimationJérémy Zurcher1-0/+3
2014-11-30ObjectiveSet,Map,Hex: visualy differenciate objectives that has to be hold an...Jérémy Zurcher1-7/+5
2014-11-29StatePromote,Map: set promote animationJérémy Zurcher1-0/+27
2014-11-27Map: add Map.Engagement, use it in hud.EngagementJérémy Zurcher1-4/+37
2014-11-27ShotAnimation: use explosion soundsJérémy Zurcher1-1/+3
2014-11-27ShotAnimation,Map: resetAll() -> resetSound() called just before building ani...Jérémy Zurcher1-1/+1
2014-11-26Ctrl,Map: Map.animationsDone() returns the count of new animations to run, th...Jérémy Zurcher1-3/+7
2014-11-26ShotAnimation: play only 1 long sound, reset in Map.animationsDone()Jérémy Zurcher1-1/+3
2014-11-26Map: use ShotAnimationJérémy Zurcher1-28/+35
2014-11-23Map: leaveBoard: removePawn and if entryMove: revert objectives, and reset unitJérémy Zurcher1-2/+5
2014-11-23add hudEngagement dialogJérémy Zurcher1-6/+4
2014-11-22Hud,Map: set ugly engagementSummary panelJérémy Zurcher1-14/+17
2014-11-22Map,SoundAnimation: use config.fxVolumeJérémy Zurcher1-3/+3
2014-11-22Map: when destroyed call objectives.unclaim(Hex)Jérémy Zurcher1-1/+4
2014-11-22Map: fix setFightAnimation(...) remove target on successJérémy Zurcher1-5/+3
2014-11-22Map: coding styleJérémy Zurcher1-1/+1
2014-11-22Map: add setFightAnimation(Unit, boolean)Jérémy Zurcher1-20/+22
2014-11-22Map: resolve -> resolveFightJérémy Zurcher1-3/+3
2014-11-22Map: fix terrainBonusJérémy Zurcher1-1/+1
2014-11-21Map,Board,Pawn: plug in objectives managementJérémy Zurcher1-2/+7
2014-11-21BattleCommon,Map: the former passes the objectives management to the secondJérémy Zurcher1-0/+13
2014-11-21Hex.OBJECTIVE_GE and Hex.OBJECTIVE_USJérémy Zurcher1-3/+29
2014-11-21Ctrl notify Map with actionDone()Jérémy Zurcher1-0/+4