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path: root/core/src/ch/asynk
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2014-11-14StateMove: abort return ANIMATIONJérémy Zurcher1-1/+1
2014-11-14Pawn,Board,Map,StateRotate: use regular move for rotationJérémy Zurcher4-46/+19
2014-11-14Pawn: add boolean isRotation() {distance == 0}Jérémy Zurcher1-0/+5
2014-11-14PossiblePaths: support rotation has moves of distance 0 and cost 0Jérémy Zurcher1-14/+17
2014-11-14PossiblePaths: add boolean isSet()Jérémy Zurcher1-0/+5
2014-11-14Pawn: default mvt cost is 0Jérémy Zurcher1-1/+1
2014-11-14Pawn: protect against HQ activation move debugJérémy Zurcher1-1/+3
2014-11-14Unit: revertLastMove: restore mpLeft = mpJérémy Zurcher1-0/+1
2014-11-14Ctrl: when animations are over: default stateAfterAnimation to StateType.DONEJérémy Zurcher1-2/+5
2014-11-14Ctrl: fix stateType management to ensure sequential changesJérémy Zurcher1-2/+4
2014-11-14Naming attack -> engagement - move -> movementJérémy Zurcher12-82/+82
2014-11-14btn-attack -> btn-engageJérémy Zurcher1-1/+1
2014-11-14State ATTACK -> ENGAGEJérémy Zurcher5-16/+16
2014-11-14States: code reoderJérémy Zurcher8-132/+132
2014-11-14Ctrl: import and use State.StateTypeJérémy Zurcher1-16/+16
2014-11-14Ctrl: change debug msgsJérémy Zurcher1-1/+1
2014-11-14Ctrl: call hud.update() instead of hud.playerInfo.update(...)Jérémy Zurcher1-3/+2
2014-11-14Map: call animationDone after attack animationJérémy Zurcher1-1/+1
2014-11-14StateReinforcement: call map.clearAll() on enterJérémy Zurcher1-0/+1
2014-11-14StateReinforcement: coding styleJérémy Zurcher1-1/+2
2014-11-14StateSelect: enter() -> hide action buttonsJérémy Zurcher1-0/+1
2014-11-14StateAnimation: enter() -> hide action buttonsJérémy Zurcher1-0/+1
2014-11-14StateCommon: hide/showPossibleTargetsMovesAssists() -> hide/showPossibilities()Jérémy Zurcher2-6/+6
2014-11-14StateCommon: remove clearAll()Jérémy Zurcher2-10/+4
2014-11-14State,Ctrl,States: state management reworkJérémy Zurcher11-119/+105
2014-11-14PlayerInfo: regroup setLabelPosition(Position) callsJérémy Zurcher1-4/+3
2014-11-14LabelImage: setLabelPosition(Position) triggers setPosition(rect.x, rect.y)Jérémy Zurcher1-0/+1
2014-11-14Ctrl: setState(battle.getState(player)) triggers double turn endJérémy Zurcher1-1/+1
2014-11-13Ctrl: split nextPlayer() -> swicthPlayer() endPlayerTurn() startPlayerTurn()Jérémy Zurcher1-14/+17
2014-11-13Ctrl: entryState -> reinforcementStateJérémy Zurcher1-3/+3
2014-11-13BattleHeadToHead: call deploymentDone() on both playersJérémy Zurcher1-0/+3
2014-11-13Player: add boolean deploymentDone, deploymentDone()Jérémy Zurcher1-0/+10
2014-11-13Ctrl: endPlayerTurn() -> abortPlayerTurn()Jérémy Zurcher2-1/+7
2014-11-13/StateReinforcement: does not need Vector3Jérémy Zurcher1-2/+0
2014-11-13OptionsScreen: fix ListJérémy Zurcher1-7/+16
2014-11-13Ctrl: show battle name at startJérémy Zurcher1-0/+3
2014-11-13Config: add and use Battle battleJérémy Zurcher4-6/+29
2014-11-13Battle: add toString()Jérémy Zurcher2-0/+6
2014-11-13BattleHeadToHead: use is(Army) instead os isEnemey(Army)Jérémy Zurcher1-2/+2
2014-11-13engine/Player Pawn: add is(Faction)Jérémy Zurcher2-0/+10
2014-11-12BattleHeadToHead: coding styleJérémy Zurcher1-2/+1
2014-11-12BattleCommon: add getFirstPlayer() and getSecondPlayer()Jérémy Zurcher2-12/+10
2014-11-12BattleHeadToHead: fix victory conditionJérémy Zurcher1-1/+1
2014-11-12BattleHeadToHead: remove unused import statementJérémy Zurcher1-4/+0
2014-11-12Battle: add StateType getState(Player player)Jérémy Zurcher3-0/+11
2014-11-12Map: fix pawn orientation on entryJérémy Zurcher1-1/+1
2014-11-12Config: add debug optionJérémy Zurcher3-1/+12
2014-11-12StateReinforcement: abort if no entry point foundJérémy Zurcher1-5/+11
2014-11-12Board,Map...: fix findEntryPoint(...)Jérémy Zurcher6-53/+34
2014-11-12BattleHeadToHead use entryPointJérémy Zurcher1-2/+5