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path: root/core/src/ch/asynk/tankontank/game/states
AgeCommit message (Expand)AuthorFilesLines
2014-11-18engine.EntryPoint -> engine.ZoneJérémy Zurcher3-25/+26
2014-11-18StateMove: fix abort when nothing has been doneJérémy Zurcher1-1/+4
2014-11-17UnitDock: references List<Unit> not List<Pawn>Jérémy Zurcher2-2/+2
2014-11-17StateEngage,StateSelect: call Player.unitsAsPawns()Jérémy Zurcher2-4/+4
2014-11-17Player: clean up APIJérémy Zurcher2-4/+4
2014-11-17Map: reroll on engagement failure if there is at least an ace engagedJérémy Zurcher1-3/+1
2014-11-16StateDeployment: update hud on unitEnter() or undo()Jérémy Zurcher1-0/+2
2014-11-16StateDeployment,Ctrl: add done buttonJérémy Zurcher1-0/+1
2014-11-16add StateDeploymentJérémy Zurcher1-0/+136
2014-11-16StateBreak,StateRotate: use upHex in Orientation.fromAdjJérémy Zurcher2-2/+2
2014-11-15StateBreak,StateRotate: use Orientation fromAdj(Tile, Tile)Jérémy Zurcher2-2/+2
2014-11-15StateBreak: clean upJérémy Zurcher1-7/+6
2014-11-15StateEngange: set animation count end state afterJérémy Zurcher1-4/+3
2014-11-15StateRotate: doRotation sets after animation stateJérémy Zurcher1-5/+5
2014-11-15StateRotation: doRotation return after animation stateJérémy Zurcher1-10/+8
2014-11-15StateMove: coding styleJérémy Zurcher1-3/+3
2014-11-14Map: show/hideFinalPath() -> show/hidePath()Jérémy Zurcher2-3/+3
2014-11-14StateMove: abort return ANIMATIONJérémy Zurcher1-1/+1
2014-11-14Pawn,Board,Map,StateRotate: use regular move for rotationJérémy Zurcher1-16/+19
2014-11-14Naming attack -> engagement - move -> movementJérémy Zurcher4-10/+10
2014-11-14State ATTACK -> ENGAGEJérémy Zurcher2-7/+7
2014-11-14States: code reoderJérémy Zurcher8-132/+132
2014-11-14StateReinforcement: call map.clearAll() on enterJérémy Zurcher1-0/+1
2014-11-14StateReinforcement: coding styleJérémy Zurcher1-1/+2
2014-11-14StateSelect: enter() -> hide action buttonsJérémy Zurcher1-0/+1
2014-11-14StateAnimation: enter() -> hide action buttonsJérémy Zurcher1-0/+1
2014-11-14StateCommon: hide/showPossibleTargetsMovesAssists() -> hide/showPossibilities()Jérémy Zurcher2-6/+6
2014-11-14StateCommon: remove clearAll()Jérémy Zurcher2-10/+4
2014-11-14State,Ctrl,States: state management reworkJérémy Zurcher9-90/+60
2014-11-13/StateReinforcement: does not need Vector3Jérémy Zurcher1-2/+0
2014-11-12StateReinforcement: abort if no entry point foundJérémy Zurcher1-5/+11
2014-11-12Board,Map...: fix findEntryPoint(...)Jérémy Zurcher1-4/+3
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