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path: root/core/src/ch/asynk/tankontank/game/states
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2014-11-27fix runJérémy Zurcher1-0/+2
2014-11-26Map: use ShotAnimationJérémy Zurcher1-1/+1
2014-11-22Hud,Map: set ugly engagementSummary panelJérémy Zurcher1-2/+0
2014-11-22comment out many notificationsJérémy Zurcher5-9/+10
2014-11-22StateEngage: hit target to launch attackJérémy Zurcher1-2/+4
2014-11-21StateMove,StateRotate: fix entry move abortionJérémy Zurcher2-6/+7
2014-11-21remove useless (Unit) castsJérémy Zurcher1-1/+1
2014-11-20game.UnitSet is dead : welcome UnitListJérémy Zurcher2-3/+3
2014-11-20engine.PawnSet is dead : welcome UnitSetJérémy Zurcher9-28/+28
2014-11-20engine.TileSet/Zone are dead: welcome game.HexSet/ZoneJérémy Zurcher4-4/+4
2014-11-19StatePromote: use Player.promote(), set activatedPawns, unselect on leaveJérémy Zurcher1-7/+6
2014-11-18StateMove: goto StateEscape when possible to escapeJérémy Zurcher1-3/+15
2014-11-18StateCommon: add checkExit(Unit, Hex)Jérémy Zurcher1-0/+16
2014-11-18add StateEscape and Hud.askExitBoard()Jérémy Zurcher1-0/+68
2014-11-18StateCommon: add missing @OverrideJérémy Zurcher1-0/+2
2014-11-18Map,StatePromote: state does everything, TODO burn 1 AP downJérémy Zurcher1-1/+3
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