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path: root/core/src/ch/asynk/tankontank
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2014-10-07Board: add Tile getTileSafe(GridPoint2)Jérémy Zurcher1-0/+5
2014-10-07Orientation: typoJérémy Zurcher1-1/+1
2014-10-07Board: add GridPoint2 setNeighbour(GridPoint2, Orientation, GridPoint2);Jérémy Zurcher1-0/+13
2014-10-07Pawn: add toString()Jérémy Zurcher1-0/+5
2014-10-07Board: add getTileSafe() and getAdjacentTiles()Jérémy Zurcher1-0/+19
2014-10-07GameStates: improve hex selection schemeJérémy Zurcher4-2/+10
2014-10-07Board: possiblePaths(p, from, to, points) remove 'from' and 'to' from point ↵Jérémy Zurcher1-1/+2
Set 'points'
2014-10-07HUD: move rightJérémy Zurcher1-14/+15
2014-10-07SearchBoard: oops fix 1 hex moveJérémy Zurcher1-1/+1
2014-10-07Board: add commented debug in getCoordinatePath()Jérémy Zurcher1-0/+7
2014-10-07clean game states, remove default touchDown behaviour for readabilityJérémy Zurcher5-109/+51
2014-10-07Orientation: add Orientation fromAdj(int,int,int,int)Jérémy Zurcher1-0/+27
2014-10-07Orientation: remove useless 'Orientation.'Jérémy Zurcher1-7/+7
2014-10-06GameStateCommon: null pawn on setHex() to never be out of syncJérémy Zurcher1-0/+1
2014-10-06GameCtrl: disable cancel button when in animationJérémy Zurcher1-0/+1
2014-10-06Hud: only accept buttons if not in ActionJérémy Zurcher2-7/+15
2014-10-06Hud: buttons have 3 states nowJérémy Zurcher1-49/+85
2014-10-06GameCtrl: replace inAnimation() with mayProcessTouch()Jérémy Zurcher3-12/+16
2014-10-06GameStateRotate: use current selectet pawn if oneJérémy Zurcher2-1/+11
2014-10-06GameStateCommon: downIsHex() -> sameHexes(GridPoint2 a, GridPoint2 b)Jérémy Zurcher1-2/+2
2014-10-06GameStateMove: must clear possible paths first, keep previously selected pawnJérémy Zurcher1-1/+13
2014-10-06GameStateRotate: do not run animation if already heading in the right directionJérémy Zurcher1-2/+6
2014-10-06Map: add rotatePawn(..), in it and movePawn(...), use RunnableAnimation() to ↵Jérémy Zurcher1-1/+17
notify animation end
2014-10-06Map: toggleDotOverlay(...) -> togglePathOverlay(...)Jérémy Zurcher1-1/+1
2014-10-06GameCtrl: add inAnimation() and animationDone()Jérémy Zurcher2-3/+14
2014-10-06GameCtrl: implements new GameStateJérémy Zurcher1-10/+22
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