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path: root/core/src/ch/asynk/tankontank/game
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2014-10-06add abort() and enter() to GameState, set default implementation in GameState...Jérémy Zurcher3-6/+43
2014-10-06Map: clarify show enable clear Moves Paths, Targes APIJérémy Zurcher1-19/+14
2014-10-06Hud: change constructor param order to match MapJérémy Zurcher2-2/+2
2014-10-06Hud: add a reference to GameCtrl instanceJérémy Zurcher2-3/+12
2014-10-06Map: add a reference to GameCtrl instanceJérémy Zurcher5-10/+13
2014-10-06Map: showPossibleActions(...) calls showPossibleTargets(...) and showPossible...Jérémy Zurcher1-3/+21
2014-10-06Hud: add setOn setOff to ActionBtnJérémy Zurcher1-10/+14
2014-10-06use ArrayList instead of VectorJérémy Zurcher1-4/+4
2014-10-05Board,Map: dispose clears all paths, and setsJérémy Zurcher1-4/+12
2014-10-05GameCtrl: has a Map, Hud and GameFactoryJérémy Zurcher1-3/+27
2014-10-05clean up GameStateJérémy Zurcher6-32/+32
2014-10-05Hud: setup basic cmd panelJérémy Zurcher1-13/+141
2014-10-05GameStatePath: remove old commentJérémy Zurcher1-2/+0
2014-10-05GameStateNone: hide possible targets on switch to PATHJérémy Zurcher1-0/+1
2014-10-05Unit: implement boolean canAttack(Pawn other)Jérémy Zurcher1-0/+6
2014-10-05Hex: remove boolean hasTargetsFor(Pawn pawn)Jérémy Zurcher1-13/+0
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