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path: root/core/src/ch/asynk/tankontank/game/states
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2015-01-21StateWithdraw: escape -> withdrawJérémy Zurcher1-2/+2
2015-01-21StateMove: coding styleJérémy Zurcher1-3/+3
2015-01-21StateExit -> StateWithdrawJérémy Zurcher2-4/+4
2015-01-21StateMove: when unit just entered, do not propose to exit alreadyJérémy Zurcher1-0/+2
2015-01-21cleanup debug messagesJérémy Zurcher1-1/+1
2015-01-20PossiblePaths -> PathBuilderJérémy Zurcher4-26/+26
2015-01-20StateEscape -> StateExitJérémy Zurcher1-3/+1
2015-01-20StateEscape: take care of null to when exit without movingJérémy Zurcher1-1/+2
2015-01-20StateEngagement: click on attack leader to abortJérémy Zurcher1-2/+4
2015-01-20Ctrl: block EndOfTurn except in SELECT stateJérémy Zurcher1-2/+0
2015-01-20StateDeployment: fix undoJérémy Zurcher1-2/+5
2015-01-19Map: move player.blah calls from States -> MapJérémy Zurcher3-5/+1
2015-01-19StateEscape: if exit from unit hex, build stay path, add runtime exitHex vali...Jérémy Zurcher1-5/+10
2015-01-19StateMove: can exit from exit zone hexJérémy Zurcher1-2/+2
2015-01-19PossiblePaths: add boolean canExit(Orientation o)Jérémy Zurcher1-5/+1
2015-01-18StateDeployment: set selectedUnit to null at enterJérémy Zurcher1-0/+1
2015-01-18Map: exitBoard() does move the unit, add revertEnter(Unit)Jérémy Zurcher4-8/+4
2015-01-18Map: leaveBoard -> exitBoardJérémy Zurcher4-4/+4
2015-01-18StateSelect: improve debug messageJérémy Zurcher1-1/+1
2015-01-18remove Pawn.Movement class, use Move insteadJérémy Zurcher2-3/+3
2015-01-18StateEscape: hide path and destinationJérémy Zurcher1-0/+1
2015-01-18State: done() -> execute()Jérémy Zurcher10-11/+11
2015-01-13StateCommon: move checkExit from StateCommon -> StateMoveJérémy Zurcher2-16/+16
2015-01-13Map: do not set possiblePaths.orientation, states take care of thatJérémy Zurcher3-3/+4
2015-01-13StateRotate: simplifyJérémy Zurcher1-24/+14
2015-01-07StateMove: on self select, clear all before switching to ROTATE stateJérémy Zurcher1-0/+4
2015-01-07StateMove: coding styleJérémy Zurcher1-2/+2
2015-01-07StateSelect: unselect hex after quick action checkJérémy Zurcher1-3/+3
2015-01-06StateSelect: unselect on touchUp before reselecting if appropriateJérémy Zurcher1-2/+3
2015-01-06Map,StatePromote: use ctrl.mapTouch as promote animation start pointJérémy Zurcher1-1/+1
2014-12-19StateSelect: select unit on click only if can do somethingJérémy Zurcher1-5/+9
2014-12-19Ctrl,StateDeployment: ask for end deployment, if so call turnDone() after set...Jérémy Zurcher1-3/+1
2014-12-19StateDeployment: done -> completedJérémy Zurcher1-5/+5
2014-12-19StateDeployment: unblock turns when leaving, not on doneJérémy Zurcher1-1/+1
2014-12-18Map: enterBoard() from deployment -> setOnBoard()Jérémy Zurcher1-1/+1
2014-12-03StateRotate: any touch out of adjacents aborts the actionJérémy Zurcher1-6/+4
2014-11-30StateDeployment: replace deployment end dialog with OK buttonJérémy Zurcher1-1/+3
2014-11-30StateDeployment: touch out of orientation complete rotation too, do not show ...Jérémy Zurcher1-16/+13
2014-11-29StateSelect: clear selected unit if touch out of possibilitiesJérémy Zurcher1-2/+4
2014-11-29StateEngage: add DONE button only if must validateJérémy Zurcher1-1/+1
2014-11-29StateRotate: do not show ABORT button if only 1 unit is moveableJérémy Zurcher1-1/+1
2014-11-29StatePromote,Map: set promote animationJérémy Zurcher1-7/+4
2014-11-28StateSelect: allow quit rotate or HQ activation if unit.canMove()Jérémy Zurcher1-1/+1
2014-11-28StateMove: changeUnit() do not set MOVE overlay if has movedJérémy Zurcher1-1/+2
2014-11-28StateMove: show DONE only when activatedUnits > 0Jérémy Zurcher1-2/+3
2014-11-28StateMove,StateSelect: fix notificationsJérémy Zurcher2-1/+3
2014-11-28StateRotate: self select -> ABORTJérémy Zurcher1-0/+5
2014-11-28StateMove: self select -> ROTATEJérémy Zurcher1-0/+5
2014-11-28StateSelect: quick rotation -> move if hqJérémy Zurcher1-3/+8
2014-11-28StateSelect: implement quick rotateJérémy Zurcher2-27/+41