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path: root/core/src/ch/asynk/tankontank
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2014-10-06Hud: fix calls to ctrl.setState(...)Jérémy Zurcher1-4/+3
2014-10-06Hud: add reset()Jérémy Zurcher1-4/+9
2014-10-06rewrite GameState ...Jérémy Zurcher6-61/+198
2014-10-06add abort() and enter() to GameState, set default implementation in ↵Jérémy Zurcher3-6/+43
GameStateCommon
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
2014-10-06Board: add rotatePawn(Pawn, Orientation, RunnableAnnimation)Jérémy Zurcher1-0/+11
2014-10-06Pawn: add getRotationAnimation(Vector3)Jérémy Zurcher1-0/+8
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 ↵Jérémy Zurcher1-3/+21
showPossibleMoves(...) add enableDirections(...)
2014-10-06Pawn,Board: add a RunnableAnimation to notify the end of the animationJérémy Zurcher2-2/+3
2014-10-06Board: fix nodesToPoints(...)Jérémy Zurcher1-14/+4
2014-10-06Hud: add setOn setOff to ActionBtnJérémy Zurcher1-10/+14
2014-10-06Board: clean up getCoordinatePath(...)Jérémy Zurcher1-29/+24
2014-10-06Orientation.fromMove: return KEEP if dx== 0 && dy==0Jérémy Zurcher1-0/+1
2014-10-06SearchBoard.Node: add tString()Jérémy Zurcher1-0/+6
2014-10-06use ArrayList instead of VectorJérémy Zurcher5-46/+45
2014-10-05Board,Map: dispose clears all paths, and setsJérémy Zurcher2-10/+23
2014-10-05Board.nodesToSet is good enoughJérémy Zurcher1-4/+1
2014-10-05GameScreen: remove hud, map, factory, use GameCtrl onlyJérémy Zurcher1-29/+41
2014-10-05GameScreen: clean upJérémy Zurcher1-12/+11
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 Zurcher2-3/+3
2014-10-04pawn setup goes from GameScreen to GameFactory.fakeSetup(Map)Jérémy Zurcher2-33/+27
2014-10-04Board: use pawn.setPosition(..) instead of pawn.pushMove(..)Jérémy Zurcher1-1/+1
2014-10-04Board: improve disposes()Jérémy Zurcher1-6/+16
2014-10-04Board: remove dead codeJérémy Zurcher1-51/+0
2014-10-04StackedImages: implements DisposableJérémy Zurcher1-1/+8
2014-10-04HeadedPawn: override getOrientation() setPosition(f,f[,f]), setRotation(f)Jérémy Zurcher1-1/+19
2014-10-04Pawn: implements Disposable, cleanupJérémy Zurcher1-82/+53
- add +Vector3 position - add getPosition() - add getRotation() - add setRotation(float); - removes moves stack for now
2014-10-04Tile: implements DisposableJérémy Zurcher1-1/+10
2014-10-04Tile: cleanup, add boolean hasTargetsFor(Pawn pawn)Jérémy Zurcher2-10/+26
2014-10-04Orientation: fix fromMove(...)Jérémy Zurcher1-2/+2
2014-10-04fix according to new assetsJérémy Zurcher7-63/+44
2014-10-04SearchBoard: on filtering if one path matches and has the exact size, chose itJérémy Zurcher1-2/+8
2014-10-04SearchBoard: if distance between from and to is 1, chose this single moveJérémy Zurcher1-2/+9
2014-10-04SearchBoard: fix possibleMovesJérémy Zurcher1-2/+6
- on node update push it onto the stack and add it to the moves if not already in - if not enough moves to reach, set remaing to -1 not MAX_VALUE
2014-10-03images updateJérémy Zurcher1-2/+2
2014-10-03MoveToAnimation: fix rotationJérémy Zurcher2-7/+12
2014-10-03GameStateDirection: do not select after moveJérémy Zurcher1-3/+1
2014-10-03Board: fix path, rotate on place then moveJérémy Zurcher1-13/+24
2014-10-03Board: use getHexAt(pawn.getCenter()) to avoid wrong hex if image is bigJérémy Zurcher1-7/+11
2014-10-03Pawn: add Vector2 getCenter()Jérémy Zurcher1-0/+7