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path: root/core/src/ch/asynk/tankontank/game
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2014-10-04regroup all images in 1 atlas data/assets.*Jérémy Zurcher1-1/+1
2014-10-04pawn setup goes from GameScreen to GameFactory.fakeSetup(Map)Jérémy Zurcher1-0/+26
2014-10-04fix according to new assetsJérémy Zurcher4-43/+32
2014-10-03GameStateDirection: do not select after moveJérémy Zurcher1-3/+1
2014-10-03try new sherman pngJérémy Zurcher1-1/+1
2014-10-03GameSates*: cleanupJérémy Zurcher3-21/+25
2014-10-03Map: clearPossibles() -> hidePaths() && resetPaths()Jérémy Zurcher1-4/+8
2014-10-03Map: enableFinalPath(..) ROSE must follow ordersJérémy Zurcher1-1/+1
2014-10-03remove debug outputJérémy Zurcher2-2/+30
2014-10-03Map: add movePawn(Pawn pawn, Orientation o)Jérémy Zurcher1-1/+12
2014-10-03GameState: remove drag(float dx, float dy) and clean upJérémy Zurcher5-52/+0
2014-10-03GameStatePath: fix ROSE positionJérémy Zurcher1-1/+1
2014-10-03Board: API goes GridPoint2Jérémy Zurcher1-3/+3
2014-10-03Board.Orientation -> OrientationJérémy Zurcher3-14/+17
2014-10-02Map: nableFinalPath(boolean) -> enableFinalPath(GridPoint2, boolean)Jérémy Zurcher2-2/+3
2014-10-02add GameState* and GameCtrlJérémy Zurcher6-0/+328
2014-10-02Map: clean up to be used by game controllerJérémy Zurcher1-114/+63
2014-10-01Map: use toggleDotOverlay() instead of enableOverlayOn() for Hex.DOTJérémy Zurcher1-2/+8
2014-10-01start implementing moves, should use state patternJérémy Zurcher1-37/+105
2014-10-01add hex overlays MOVE and ROSEJérémy Zurcher1-0/+2
2014-10-01rework hex overheads imagesJérémy Zurcher1-3/+4
2014-09-30add game/HudJérémy Zurcher1-0/+33
2014-09-30Map: fix touchUpJérémy Zurcher1-8/+12
2014-09-30Tile: occupied() -> isEmpty() && hasUnits()Jérémy Zurcher1-4/+4
2014-09-30Pawn/Unit: add boolean isUnit()Jérémy Zurcher1-0/+6
2014-09-30Map/GameScreen: clean upJérémy Zurcher1-76/+33
2014-09-30Tile/Hex: add blockLineOfSightFrom(Tile)Jérémy Zurcher1-0/+12
2014-09-29add lineOfSight testing codeJérémy Zurcher1-0/+25
2014-09-29Tile/Hex: add boolean isOffMap()Jérémy Zurcher1-0/+6
2014-09-27add MapAJérémy Zurcher2-1/+75
2014-09-27update terrains and units positionsJérémy Zurcher2-40/+41
2014-09-27Tiles have a center, GameFactory implements Board.TileBuilder to create Hex(c...Jérémy Zurcher4-20/+13
2014-09-27overlays clear -> disableJérémy Zurcher1-1/+1
2014-09-27Map: change debugMap cycling orderJérémy Zurcher1-3/+3
2014-09-25HT have range + 1 if on hillJérémy Zurcher1-0/+1
2014-09-25Map: add openToAttackFrom() testJérémy Zurcher1-0/+2
2014-09-25Tile, Hex: add hasTargetsFor(Pawn)Jérémy Zurcher1-0/+14
2014-09-25Pawn, Unit: add getAttackRangeFrom(Tile)Jérémy Zurcher1-0/+7
2014-09-25Pawn.getMvt -> Pawn.getMovementPointsJérémy Zurcher1-1/+1
2014-09-25Pawn, Unit: add int getAngleOfAttack()Jérémy Zurcher1-0/+6
2014-09-25Pawn.roadMarch() -> Pawn.getRoadMarchBonus()Jérémy Zurcher1-1/+1
2014-09-25Unit extends HeadedPawnJérémy Zurcher2-20/+23
2014-09-24Pawn,Unit,Army: implement isEnemy(Pawn)Jérémy Zurcher2-1/+12
2014-09-24Tile.roadMarchBonus() -> Pawn.roadMarch()Jérémy Zurcher2-7/+10
2014-09-24RIGHT click to show reachableJérémy Zurcher1-0/+12
2014-09-24Pawn and Unit: int getMvt()Jérémy Zurcher1-0/+3
2014-09-24Tile and Hex: atLeastOneMove(), roadMarchBonus(), road(), costFrom()Jérémy Zurcher1-2/+29
2014-09-23update debug to show offmap tilesJérémy Zurcher1-4/+4
2014-09-23add Hex.OFFMAPJérémy Zurcher3-1/+8
2014-09-23use Hex overlay constants in debugJérémy Zurcher1-7/+12