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path: root/core/src/ch/asynk/tankontank
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2015-01-18Tile: add toString()Jérémy Zurcher1-0/+5
2015-01-18PossiblePaths: fix double dispose()Jérémy Zurcher1-1/+0
2015-01-17PossiblePaths: extract Vector3Iterator into self class PathIteratorJérémy Zurcher2-67/+74
2015-01-16PossiblePath: is DisposableJérémy Zurcher2-1/+9
2015-01-16Path: Poolable extracted out of PossiblePathsJérémy Zurcher2-25/+61
2015-01-15PossiblePaths: add inner class Path(cost, roadMarch, [tiles])Jérémy Zurcher1-76/+80
2015-01-13BattleTest: add an exitZoneJérémy Zurcher1-10/+18
2015-01-13StateCommon: move checkExit from StateCommon -> StateMoveJérémy Zurcher2-16/+16
2015-01-13Map: do not set possiblePaths.orientation, states take care of thatJérémy Zurcher4-5/+5
2015-01-13StateRotate: simplifyJérémy Zurcher1-24/+14
2015-01-12BattleTest: call setAce() before map.setOnBoard()Jérémy Zurcher1-1/+7
2015-01-12Ctrl: set player before calling battle.setup()Jérémy Zurcher1-1/+1
2015-01-12Board,Map: regroup possiblePaths manipulations in MapJérémy Zurcher2-1/+1
2015-01-08PossiblePaths: getPath is publicJérémy Zurcher1-1/+1
2015-01-08PossiblePaths: improve printToErr()Jérémy Zurcher1-3/+3
2015-01-08PossiblePaths: fix getPath to return asked path not always the firstJérémy Zurcher1-2/+2
2015-01-08SearchBoard: getNode is protectedJérémy Zurcher1-1/+1
2015-01-08Board: getTileOffset() is protectedJérémy Zurcher1-1/+1
2015-01-08Board: each constructor must initialise sides[] arrayJérémy Zurcher1-3/+9
2015-01-08Tile: no more default constructor: col and row must be providedJérémy Zurcher1-1/+3
2015-01-08Tile: add toString()Jérémy Zurcher1-0/+6
2015-01-07Config: default is can not cancelJérémy Zurcher1-1/+1
2015-01-07StateMove: on self select, clear all before switching to ROTATE stateJérémy Zurcher1-0/+4
2015-01-07StateMove: coding styleJérémy Zurcher1-2/+2
2015-01-07StateSelect: unselect hex after quick action checkJérémy Zurcher1-3/+3
2015-01-06UnitDock: do not deselect unit if touch out of it, this mess up dragging, hid...Jérémy Zurcher1-1/+0
2015-01-06GameScreen: dragged is not a boodear but a move count and a block thresholdJérémy Zurcher1-5/+7
2015-01-06StateSelect: unselect on touchUp before reselecting if appropriateJérémy Zurcher1-2/+3
2015-01-06GameScreen: do not send touchUp at the end of draggingJérémy Zurcher1-0/+7
2015-01-06GameCamera: adapt viewport and window width on zoomJérémy Zurcher2-9/+15
2015-01-06GameCamera: compute viewportAspect at object constructionJérémy Zurcher1-1/+2
2015-01-06Map,StatePromote: use ctrl.mapTouch as promote animation start pointJérémy Zurcher2-9/+3
2015-01-06GameScreen,Ctrl: mapTouch,hudTouch leave GameScreen for CtrlJérémy Zurcher2-15/+17
2015-01-05GameCamera: imporve debugJérémy Zurcher1-2/+3
2015-01-05GameCamera: updateViewport() calls clampPosition onlyJérémy Zurcher1-2/+1
2015-01-05GameCamera: zoom modification triggers a updateViewport();Jérémy Zurcher1-1/+1
2015-01-05GameCamera: remembers about screen width and heightJérémy Zurcher1-4/+14
2015-01-05GameCamera: screen -> windowJérémy Zurcher1-20/+20
2015-01-05MenuCamera: replace uiCamera with uiMatrix, and uiInvProjMatrixJérémy Zurcher1-6/+20
2015-01-05MenuCamera: uiUnproject(Vector3) -> uiUnproject(float, float, Vector3)Jérémy Zurcher2-4/+3
2015-01-05MenuCamera: screen -> windowJérémy Zurcher1-8/+8
2015-01-05MenuBgCamera -> MenuCamera manage ui tooJérémy Zurcher2-14/+35
2015-01-05MenuScreen: reset battle in constructorJérémy Zurcher1-0/+2
2015-01-02use promote_us.mp3 and promote_ge.mp3Jérémy Zurcher3-10/+17
2015-01-02add infantry_move.mp3Jérémy Zurcher2-6/+12
2015-01-02remove engine/gfx/Image: use Sprite insteadJérémy Zurcher3-84/+22
2015-01-02TankOnTank: correctly load/unload mapsJérémy Zurcher1-10/+12
2015-01-02MenuScreen: do not dispose of assets loaded through AssetManagerJérémy Zurcher1-1/+0
2015-01-02Board: use Sprite instead of Image for board textureJérémy Zurcher1-8/+7
2014-12-31Battle: add init()Jérémy Zurcher3-0/+9