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path: root/core/src/ch/asynk/tankontank/game/states
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2014-11-12StateEntry -> StateReinforcementJérémy Zurcher1-1/+1
2014-11-11StateEntry: rewrite, it now controls allJérémy Zurcher1-25/+37
2014-11-11StateEntry: unselect selectedHexJérémy Zurcher1-0/+2
2014-11-10Hud: use PlayerInfoJérémy Zurcher1-2/+2
2014-11-10Player,StateAttack: add statistics countersJérémy Zurcher1-1/+4
2014-11-10use ActionButtonsJérémy Zurcher8-22/+26
2014-11-06add TankOnTank.debug(...)Jérémy Zurcher4-4/+12
2014-11-05StateRotate: block useless rotationJérémy Zurcher1-2/+1
2014-11-05StateRotate: allow again rotation in the same direction to fix entry moveJérémy Zurcher1-1/+2
2014-11-05StateMove,StateRotate: correctly revert entry movesJérémy Zurcher2-0/+9
2014-11-05add game/states/StateEntryJérémy Zurcher1-0/+69
2014-11-05StateBreak,StateAnimation: no need to hide hud, done in StateCommon.goToNextS...Jérémy Zurcher2-2/+0
2014-11-05Pawn: enter/rotate/move/attack -> move() and attack()Jérémy Zurcher2-3/+4
2014-11-05StateMove: do not call possiblePaths.clear() when leaving, might be needed in...Jérémy Zurcher1-1/+1
2014-11-05PossiblePaths: first call init(Pawn, Tile from) then build(Tile to)Jérémy Zurcher2-6/+9
2014-11-05StatePromote: Unit p -> Unit unitJérémy Zurcher1-4/+4
2014-11-05game/States: remove useless import statementsJérémy Zurcher8-10/+0
2014-11-01Hup,StateAttack: support and use Msg.pushWrite(...)Jérémy Zurcher1-1/+3
2014-11-01remove unnecessary commentsJérémy Zurcher1-1/+0
2014-11-01StateBreak: use show/hideMove instead of un/selectHexJérémy Zurcher1-4/+4
2014-11-01set new Tile overlays and cleanup usageJérémy Zurcher2-8/+1
2014-11-01add notificationsJérémy Zurcher3-4/+10
2014-11-01Pawn: add attack.calculus String and feed itJérémy Zurcher1-1/+1
2014-11-01StateAttack: opponent gets the casualties not playerJérémy Zurcher1-1/+1
2014-10-31StateCommon: accept touch on OFFMAP Hex, but do not highlight themJérémy Zurcher1-5/+3
2014-10-31StateMove: must call map.possiblePaths.clear() on enterJérémy Zurcher1-0/+1
2014-10-31Map,States: implement infantry move after successfull attackJérémy Zurcher1-1/+6
2014-10-31add game/states/StateBreakJérémy Zurcher1-0/+88
2014-10-31update TODO file and TODO/FIXME commentsJérémy Zurcher1-1/+1
2014-10-31use new PossiblePaths classJérémy Zurcher1-7/+6
2014-10-29rename buildXxxYyy(...) -> collectXxxYyy(...)Jérémy Zurcher3-9/+9
2014-10-29Map: code cleanupJérémy Zurcher1-1/+1
2014-10-29Map,Unit: simplify show/hide functionsJérémy Zurcher5-62/+57
2014-10-29StateCommon: remove unused fromJérémy Zurcher1-2/+0
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