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path: root/core/src/ch/asynk/tankontank/game/states
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2014-10-29StateAnimation: do nothing with from and toJérémy Zurcher1-4/+0
2014-10-29Map: possibleTargets and attackAssists are Board.PawnCollection, activablePaw...Jérémy Zurcher2-18/+23
2014-10-28Map: fix buildPossibleMoves(Pawn) and buildPossibleTargets(Pawn, Iterator<Paw...Jérémy Zurcher1-3/+5
2014-10-28Move and Rotate States: adapt to new moveablePawns definitionJérémy Zurcher3-38/+39
2014-10-28Map: add 'Hex getHexAt(float x, float y)'Jérémy Zurcher1-4/+2
2014-10-28States: do not use Pawn but UnitJérémy Zurcher6-61/+61
2014-10-28Add interface Board.TileCollection extends Collection<Tile>Jérémy Zurcher1-1/+1
2014-10-28Map,StateCommon: hidePossibleTargetsMovesAssists() goes from Map to StateCommonJérémy Zurcher2-3/+10
2014-10-28Map: replace show...() with direct call to hide() and show()Jérémy Zurcher4-15/+17
2014-10-28Map: replace isIn...() with direct callsJérémy Zurcher3-7/+7
2014-10-28Map: replace ...Count() with direct callsJérémy Zurcher2-6/+6
2014-10-28Map: HexList are now public, replace clear...() with direct callsJérémy Zurcher2-3/+3
2014-10-28States: use Hex instead of GridPoint2Jérémy Zurcher6-86/+75
2014-10-23Map,BattleFake,StateCommon: match map APIJérémy Zurcher1-1/+1
2014-10-22Tile: replace Vector2 center with int col, row; float x, y;Jérémy Zurcher1-1/+1
2014-10-21StateAttack: on abort clear activated pawns to not burn down an APJérémy Zurcher1-0/+1
2014-10-21StateRotate: cantel does not revert all moves, a move done is doneJérémy Zurcher1-7/+7
2014-10-18StateAttack: clear the target hexJérémy Zurcher1-0/+1
2014-10-17Ctrl: use Player player,opponent and swap them on turn endJérémy Zurcher4-10/+10
2014-10-17Hud: add notify(String) use it from Ctrl and StateSelectJérémy Zurcher1-0/+1
2014-10-17Player: currentPlayer()/otherPlayer() -> player()/opponent()Jérémy Zurcher4-10/+10
2014-10-16StateSelect: call map.clearAll() on abort()Jérémy Zurcher1-0/+1
2014-10-16StateSelect: fix buildPossiblesTargets call when select Pawn is an enemyJérémy Zurcher1-1/+5
2014-10-15add attack animationJérémy Zurcher1-4/+2
2014-10-15StatSelect: clear all on abortJérémy Zurcher1-0/+3
2014-10-15Board: unselectHex(GridPoint2) -> selectHex(GridPoint2, boolean)Jérémy Zurcher5-14/+14
2014-10-14add promote actionJérémy Zurcher5-5/+50
2014-10-14Board: add simpler buildPossibleTargetsFrom() based on enemy unitsJérémy Zurcher2-2/+2
2014-10-14Ctrl: use Player[2], randomize first player, add currentPlayer() and otherPla...Jérémy Zurcher2-5/+5
2014-10-13move most of StateCommon helpers to MapJérémy Zurcher5-61/+33
2014-10-13add StateAttackJérémy Zurcher1-0/+93
2014-10-13typo in debug stringJérémy Zurcher1-1/+1
2014-10-13GameState: plugin StateType.ATTACK -> StateAttack() + quick fire, wait for th...Jérémy Zurcher1-5/+13
2014-10-13StateCommon: add showTarget()Jérémy Zurcher1-0/+5
2014-10-13clean debug System.errJérémy Zurcher1-1/+1
2014-10-12StateAnimation: hide hudJérémy Zurcher1-0/+1
2014-10-12add chosen direction overlay when must checkJérémy Zurcher1-1/+3
2014-10-12GameState* -> StateJérémy Zurcher5-31/+32
2014-10-12rename GameCtrl -> CtrlJérémy Zurcher2-5/+5
2014-10-12add a few debug System.errJérémy Zurcher1-0/+1
2014-10-12GameState: fixes cleanup rewriteJérémy Zurcher5-65/+85
2014-10-11GameState: hex,pawn -> selectedHex,selectedPawnJérémy Zurcher4-30/+31
2014-10-10GameState: implement quick move from GameStateSelectJérémy Zurcher2-1/+17
2014-10-10enable rotate from GameStateSelectJérémy Zurcher1-1/+1
2014-10-10GameState: rename enter(boolean flag) to be more excplicite, fix Rotate.enter...Jérémy Zurcher4-6/+11
2014-10-10rework GameStateJérémy Zurcher5-55/+180
2014-10-10get rid of GameStateDirectionJérémy Zurcher1-46/+0
2014-10-09GameState,GameCtrl: add nextState var => void enter(boolean reset)Jérémy Zurcher6-6/+20
2014-10-09GameConfig: add and use canCancel, mustValidateJérémy Zurcher2-2/+2
2014-10-09GameState: use canAttack, canRotate, canMove and simplifyJérémy Zurcher2-9/+16