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path: root/core/src/ch/asynk/tankontank/game
AgeCommit message (Expand)AuthorFilesLines
2014-11-05Hud: show/hide/block reinforcementJérémy Zurcher1-0/+8
2014-11-05add game/states/StateEntryJérémy Zurcher4-3/+89
2014-11-05StateBreak,StateAnimation: no need to hide hud, done in StateCommon.goToNextS...Jérémy Zurcher2-2/+0
2014-11-05Map: add enterBoard(Pawn, Hex, Orientation) and leaveBoard(Pawn)Jérémy Zurcher1-0/+13
2014-11-05Map: HQ are not allowed to command others when they enter the boardJérémy Zurcher1-1/+1
2014-11-05Map: cleanup Sytem.errJérémy Zurcher1-3/+1
2014-11-05Pawn: enter/rotate/move/attack -> move() and attack()Jérémy Zurcher4-21/+14
2014-11-05Pawn.Attack: .reset() and .toString()Jérémy Zurcher1-0/+1
2014-11-05StateMove: do not call possiblePaths.clear() when leaving, might be needed in...Jérémy Zurcher1-1/+1
2014-11-05Battle: add TileSet getEntryPoint(Unit) Orientation getEntryOrientation(Player)Jérémy Zurcher3-0/+22
2014-11-05Unit: indentJérémy Zurcher1-4/+4
2014-11-05Pawn,Unit: add enter(int cost)Jérémy Zurcher1-1/+13
2014-11-05PossiblePaths: first call init(Pawn, Tile from) then build(Tile to)Jérémy Zurcher3-11/+9
2014-11-05StatePromote: Unit p -> Unit unitJérémy Zurcher1-4/+4
2014-11-05game/States: remove useless import statementsJérémy Zurcher8-10/+0
2014-11-05Tile,Hex: int costFrom(Pawn, Orientation, boolean) -> int costFrom(Pawn, Orie...Jérémy Zurcher1-2/+2
2014-11-04Hud: no not set the button on after calling set statevim core/src/ch/asynk/ta...Jérémy Zurcher1-5/+2
2014-11-04UnitDock: code reorderJérémy Zurcher1-18/+18
2014-11-04Hud: remove empty lineJérémy Zurcher1-1/+0
2014-11-04Hurd: improve image touch schemeJérémy Zurcher1-12/+13
2014-11-04UnitDock: add selected pawn ImageJérémy Zurcher2-4/+16
2014-11-04UnitDock: do not hit when not visibleJérémy Zurcher1-1/+1
2014-11-04Ctrl: keep track of current StateType, notify Hud on changeJérémy Zurcher2-1/+9
2014-11-04Button: add public blockedJérémy Zurcher1-1/+3
2014-11-04Hud: import State.StateTypeJérémy Zurcher1-4/+5
2014-11-04Hud: fix touchUp button, do not set it On before checking for hitJérémy Zurcher1-3/+5
2014-11-04Hud: cleanup touchDow/Up logicJérémy Zurcher1-47/+47
2014-11-04engine/Player: reinforcement is public -> no need of reinforcementCount()Jérémy Zurcher1-1/+1
2014-11-04Hud: reinforcement+reinforcementText -> TextImage reinforcementJérémy Zurcher1-15/+7
2014-11-04UnitDock: track the last selected Pawn in public Pawn selectedPawn;Jérémy Zurcher1-1/+9
2014-11-04UnitDock: PADDING = 10fJérémy Zurcher1-1/+1
2014-11-04hud...: replace contains(float, float) with hit(float, float)Jérémy Zurcher3-9/+9
2014-11-04add game/hud/TextButtonJérémy Zurcher1-0/+47
2014-11-04Hud: use TextImage for turns and apsJérémy Zurcher1-16/+7
2014-11-04add game/hud/TextImageJérémy Zurcher1-0/+49
2014-11-04Button: add void draw(Batch batch)Jérémy Zurcher2-6/+13
2014-11-03UnitDock: optimize transformation matrix computation and use scaled rectangle...Jérémy Zurcher1-12/+28
2014-11-03UnitDock: use List<Pawn> instead of Iterator<Pawn>Jérémy Zurcher1-14/+10
2014-11-03Hud: add unitDockJérémy Zurcher1-1/+12
2014-11-03add game/hud/UnitDockJérémy Zurcher1-0/+135
2014-11-03Hud: use turns click instead of flag click to end turnJérémy Zurcher1-3/+4
2014-11-03BattleHeadToHead: add entry points and associate units to themJérémy Zurcher1-17/+42
2014-11-03BattleCommon: add entryPoints=ArrayList<TileSet>, and pawnEntry=HashMap<Unit,...Jérémy Zurcher1-0/+20
2014-11-02BattleFake -> BattleHeadToHeadJérémy Zurcher1-2/+2
2014-11-02BattleFake: don't set Units on map, but as reinforcementJérémy Zurcher1-17/+17
2014-11-02Hud: add reinforcementTextJérémy Zurcher1-2/+17
2014-11-02Hud: add turns and turnsTextJérémy Zurcher1-1/+13
2014-11-02Text: add getWidth() getHeight()Jérémy Zurcher1-0/+12
2014-11-02Hud: replace Msg status with Image aps and Text apsTextJérémy Zurcher1-6/+12
2014-11-02add game/hud/TextJérémy Zurcher1-0/+66