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path: root/core/src/ch/asynk/tankontank
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2014-10-13StateCommon: add showTarget()Jérémy Zurcher1-0/+5
2014-10-13Map: add showAttackAssists(), isInPossibleAttackAssists()Jérémy Zurcher1-0/+11
2014-10-13Player: add int d6(), fix setActionPoints()Jérémy Zurcher1-2/+12
2014-10-13clean debug System.errJérémy Zurcher4-9/+10
2014-10-13SearchBoard: add validatePathAngle(...) check angle of attack of successful LOSJérémy Zurcher1-5/+23
2014-10-13Board: getHexAt(Vector ... ) -> getHexUnder(Pawn ...)Jérémy Zurcher1-19/+10
2014-10-13Board: fix buildAttackAssists(), use Pawn.getCenter() instead of ↵Jérémy Zurcher1-1/+7
pawn.getPosition()
2014-10-13Map: add clearPossibleTargets()Jérémy Zurcher1-0/+5
2014-10-13Map: add buildAttackAssists(Pawn, GridPoint2, Iterator<Pawn>)Jérémy Zurcher1-0/+9
2014-10-13Player: remove unused importJérémy Zurcher1-3/+0
2014-10-13Player: add Iterator<Pawn> unitIterator()Jérémy Zurcher1-0/+6
2014-10-13Board: add buildAttackAssists(Pawn, GridPoint2, Iterator<Pawn>, ↵Jérémy Zurcher1-0/+20
ArrayList<GridPoint2>)
2014-10-13Board: add GridPoint2 getHexAt(Vector3, GridPoint2)Jérémy Zurcher1-0/+6
2014-10-13SearchBoard: add canAttack(Pawn, int, int, int, int)Jérémy Zurcher1-0/+10
2014-10-12StateAnimation: hide hudJérémy Zurcher1-0/+1
2014-10-12extract Ctrl.Config -> ConfigJérémy Zurcher2-21/+21
2014-10-12add chosen direction overlay when must checkJérémy Zurcher3-1/+9
2014-10-12StackedImage,Tile,Map: enable rotation on a specific overlayJérémy Zurcher3-0/+22
2014-10-12GameState* -> StateJérémy Zurcher8-55/+56
2014-10-12rename GameFactory -> FactoryJérémy Zurcher5-8/+8
2014-10-12rename GameCtrl -> CtrlJérémy Zurcher9-17/+17
2014-10-12add a few debug System.errJérémy Zurcher4-1/+6
2014-10-12GameState: fixes cleanup rewriteJérémy Zurcher8-74/+94
2014-10-12GameFactoy,GameCtrl,Hud: plugin in PlayerJérémy Zurcher3-32/+62
2014-10-12add game/PlayerJérémy Zurcher1-0/+112
2014-10-12Unit: add isEnemy(Army)Jérémy Zurcher1-0/+5
2014-10-12Unit: reorder constructorsJérémy Zurcher1-28/+30
2014-10-12Board: setPawnAt returns pawnJérémy Zurcher1-1/+2
2014-10-12Button: do not hit if ONJérémy Zurcher1-1/+1
2014-10-11HeadedPawn: add toString()Jérémy Zurcher1-0/+6
2014-10-11Pawn: add toString()Jérémy Zurcher1-2/+10
2014-10-11Map: revertMoves() call activatedPawns.clear()Jérémy Zurcher1-0/+1
2014-10-11Map: clearPossibleTargetsMovesAssists() -> clearAll() and does itJérémy Zurcher1-7/+7
2014-10-11GameState: hex,pawn -> selectedHex,selectedPawnJérémy Zurcher4-30/+31
2014-10-10GameState: implement quick move from GameStateSelectJérémy Zurcher2-1/+17
2014-10-10enable rotate from GameStateSelectJérémy Zurcher1-1/+1
2014-10-10GameState: rename enter(boolean flag) to be more excplicite, fix ↵Jérémy Zurcher5-7/+12
Rotate.enter(hasFinalMove)
2014-10-10rework GameStateJérémy Zurcher6-56/+181
2014-10-10GameCtrl.Config: add showEnemyPossibilitiesJérémy Zurcher1-1/+3
2014-10-10get rid of GameStateDirectionJérémy Zurcher3-53/+0
2014-10-10GameState: add done(), enter(boolean reset) -> enter(boolean normal)Jérémy Zurcher2-3/+10
2014-10-10GameCtrl: add animationCount and setAnnimationCount(int)Jérémy Zurcher1-3/+13
2014-10-10Hud: extract hud/Button, Button instances go publicJérémy Zurcher2-103/+108
2014-10-10Hud: buttons rely on visible for hit, implement checkBtnJérémy Zurcher1-13/+12
2014-10-10Hud: add setRotateOff()Jérémy Zurcher1-2/+7
2014-10-10Map: add ArrayList activablePawns and activatedPawns , ↵Jérémy Zurcher1-9/+58
buildAndShowMovesAndAssits(Pawn, GridPoint2) and rotatePawn(...)
2014-10-10Map: showFinalPath don't take care of DirectionJérémy Zurcher1-1/+0
2014-10-10Unit: implement attack(Pawn), revertLastMove() rotate(Orientation)Jérémy Zurcher1-6/+17
2014-10-10Board: pawns that cannot move cannot assist movesJérémy Zurcher1-1/+2
2014-10-10Pawn: cleanup animations, must set prevPosition when rotate, no need to set ↵Jérémy Zurcher1-23/+11
finalPos on move