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2014-09-30GameScreen: add virtualWidth, virtualHeightJérémy Zurcher1-4/+8
2014-09-30GameScreen: reorder varsJérémy Zurcher1-4/+5
2014-09-30GameScreen: ZOOM_MAX - >ZOOM_IN_MAXJérémy Zurcher1-4/+4
2014-09-30Map/GameScreen: clean upJérémy Zurcher2-83/+34
2014-09-30Board/SearchBoard: clean upJérémy Zurcher2-109/+116
2014-09-30SearchBoard: qick implementation of hasClearLineOfSight(...)Jérémy Zurcher1-4/+29
2014-09-30SearchBoard: remove useless check param for lineOfSight()Jérémy Zurcher1-9/+4
2014-09-30SearchBoard: add diagonalLineOfSight(...)Jérémy Zurcher1-1/+33
2014-09-30Tile/Hex: add blockLineOfSightFrom(Tile)Jérémy Zurcher2-0/+13
2014-09-30SearchBoard: cleanupJérémy Zurcher1-14/+11
2014-09-29Board/Tile: add protected default constructor needed for test unitJérémy Zurcher2-0/+8
2014-09-29fix GameScreenJérémy Zurcher1-2/+3
2014-09-29add lineOfSight testing codeJérémy Zurcher3-0/+52
2014-09-29SearchBoard: add List<Node> lineOfSight()Jérémy Zurcher1-1/+105
2014-09-29Tile/Hex: add boolean isOffMap()Jérémy Zurcher2-0/+7
2014-09-29SearchBoard: coding styleJérémy Zurcher1-2/+2
2014-09-29Board is not an Image anymore, but has an ImageJérémy Zurcher1-7/+21
2014-09-27add MapAJérémy Zurcher3-3/+77
2014-09-27update terrains and units positionsJérémy Zurcher3-54/+55
2014-09-27go from orthogonal coordinates to skew coordinatesJérémy Zurcher2-74/+60
- X axis follows the north, tiles in the same row have the same Y - Y axis follows the south-west, tiles in that column have the same X this complicates the transormation from tiles coordinates into array offset, but eases movement computation and should be more than usefull for line of sight computaion
2014-09-27getPawnPosAt(...) uses Tile.getCenter()Jérémy Zurcher2-13/+8
2014-09-27Tiles have a center, GameFactory implements Board.TileBuilder to create ↵Jérémy Zurcher6-33/+31
Hex(cx,cy)
2014-09-27rework (Basic)Drawable into Drawable->MoveableJérémy Zurcher7-44/+108
2014-09-27overlays clear -> disableJérémy Zurcher4-8/+8
2014-09-27Map: change debugMap cycling orderJérémy Zurcher1-3/+3
2014-09-26SearchBoard: fix openToAttackFrom() use a queue add fix attackAngleJérémy Zurcher1-30/+52
2014-09-26Pawn: add Board.Orientation getOrientation()Jérémy Zurcher1-0/+5
2014-09-26Orientation: add int allBut(), oppositeSide() -> opposite()Jérémy Zurcher1-2/+8
2014-09-26set GameScreen.DEBUGJérémy Zurcher1-1/+3
2014-09-25HT have range + 1 if on hillJérémy Zurcher1-0/+1
2014-09-25Map: add openToAttackFrom() testJérémy Zurcher1-0/+2
2014-09-25Board: add openToAttackFrom()Jérémy Zurcher1-0/+15
2014-09-25SearchBoard: add openToAttackFrom() NOT COMPLETEJérémy Zurcher1-0/+90
2014-09-25add Board.Orientation.isInSides(int)Jérémy Zurcher1-0/+5
2014-09-25Tile, Hex: add hasTargetsFor(Pawn)Jérémy Zurcher2-1/+16
2014-09-25Pawn, Unit: add getAttackRangeFrom(Tile)Jérémy Zurcher2-0/+8
2014-09-25SearchBoard: clean upJérémy Zurcher1-19/+23
2014-09-25Pawn.getMvt -> Pawn.getMovementPointsJérémy Zurcher3-3/+3
2014-09-25Pawn, Unit: add int getAngleOfAttack()Jérémy Zurcher2-0/+7
2014-09-25HeadePawn: add protected Board.Orientation orientationJérémy Zurcher1-1/+4
2014-09-25Board.Orientation: getBackSides(), oppositeSide(), left(), right()Jérémy Zurcher1-3/+54
2014-09-25Pawn.roadMarch() -> Pawn.getRoadMarchBonus()Jérémy Zurcher3-3/+3
2014-09-25add Board.distance(int, int, int, int)Jérémy Zurcher1-0/+23
2014-09-25Unit extends HeadedPawnJérémy Zurcher2-20/+23
2014-09-25add engine/HeadedPawnJérémy Zurcher1-0/+65
2014-09-24gfx/Image is not abstractJérémy Zurcher1-1/+1
2014-09-24Pawn has overlays thatk's itJérémy Zurcher1-10/+7
2014-09-24draw(Batch batch, float parentAlpha) -> draw(batch)Jérémy Zurcher5-13/+13
2014-09-24translate params are dx, dyJérémy Zurcher3-7/+7
2014-09-24Pawn,Unit,Army: implement isEnemy(Pawn)Jérémy Zurcher3-1/+13