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2014-10-16Factory: big cleanupJérémy Zurcher1-68/+74
2014-10-16GameScreen: add inputDelay after touchUp, drag, scroll, zoomJérémy Zurcher1-1/+10
2014-10-16Hud: fix buttons backgroundJérémy Zurcher1-6/+7
2014-10-15Hud: add MsgJérémy Zurcher1-4/+8
2014-10-15add Hud/MsgJérémy Zurcher1-0/+53
2014-10-15Bg: rect is protectedJérémy Zurcher2-6/+61
2014-10-15add attack animationJérémy Zurcher5-14/+42
2014-10-15Board: add addAnimation(Animation) and int removePawn(Pawn)Jérémy Zurcher1-3/+13
2014-10-15add gfx/animations/SpriteAnimationJérémy Zurcher1-0/+89
2014-10-15add explosion.png and explosions.pngJérémy Zurcher1-0/+4
2014-10-15Hex: improve debug outputJérémy Zurcher1-3/+4
2014-10-15StatSelect: clear all on abortJérémy Zurcher1-0/+3
2014-10-15Board: unselectHex(GridPoint2) -> selectHex(GridPoint2, boolean)Jérémy Zurcher6-21/+16
2014-10-15Board: remove pawnsToDraw, directly draw AnimationsJérémy Zurcher1-28/+13
2014-10-15Animation implements Drawable, and has a Moveable, not a PawnJérémy Zurcher4-39/+58
2014-10-15Moveable interface comes in once againJérémy Zurcher3-3/+21
2014-10-14Click on Flag to end current player's turnJérémy Zurcher2-1/+10
2014-10-14Hud: on hide, set buttonsRect.set(0, 0, 0, 0);Jérémy Zurcher1-0/+1
2014-10-14add AP burn down debugJérémy Zurcher1-0/+1
2014-10-14add promote actionJérémy Zurcher10-6/+91
2014-10-14Pawn,Unit: add boolean isHqOf(Pawn), Player add boolean canPromote(Pawn)Jérémy Zurcher3-0/+18
2014-10-14Factory: use Unit.UnitIdJérémy Zurcher1-62/+44
2014-10-14Unit: add UnitId idJérémy Zurcher1-3/+26
2014-10-14Board: buildAttackAssists(...) jump over attack leaderJérémy Zurcher1-1/+1
2014-10-14SearchBoard,Board: implement assisst attack without line of sightJérémy Zurcher2-15/+15
2014-10-14Board: buildAttack(...) -> buildAttackAssists(...), clean up codeJérémy Zurcher2-10/+10
2014-10-14Pawn,Unit add boolean canAssistAttackWithoutLos() and UnitType.ARTILLERYJérémy Zurcher3-1/+11
2014-10-14Board: add simpler buildPossibleTargetsFrom() based on enemy unitsJérémy Zurcher4-4/+26
2014-10-14Ctrl: use Player[2], randomize first player, add currentPlayer() and otherPla...Jérémy Zurcher4-18/+29
2014-10-14unify error msgsJérémy Zurcher3-3/+3
2014-10-13SearchBoard: fix validatePathAngle(...) count move forth to allow back oneJérémy Zurcher1-2/+7
2014-10-13setup simple scenario startJérémy Zurcher1-14/+16
2014-10-13move most of StateCommon helpers to MapJérémy Zurcher6-65/+59
2014-10-13add StateAttackJérémy Zurcher1-0/+93
2014-10-13Factory: fix HQ unitsJérémy Zurcher1-3/+4
2014-10-13Unit: fix isHq() -> add UnitType.HARD_TARGET_HQJérémy Zurcher1-4/+2
2014-10-13typo in debug stringJérémy Zurcher1-1/+1
2014-10-13Map: support flank attackJérémy Zurcher2-5/+11
2014-10-13Player: add casualty(Pawn)Jérémy Zurcher1-3/+10
2014-10-13Pawn: add isFlankAttack()Jérémy Zurcher3-13/+15
2014-10-13Board: buildAttackAssists(...) -> buildAttack() returns the count of possible...Jérémy Zurcher1-5/+9
2014-10-13Board: buildxxx(...) retrun count of collected elementsJérémy Zurcher1-3/+6
2014-10-13SearchBoard: clean up buildAttack(...)' -> canAttack(...) uses Pawn.Attack in...Jérémy Zurcher1-11/+33
2014-10-13Pawn: forgot to init attack inner classJérémy Zurcher1-1/+1
2014-10-13add Pawn.Attack public inner classJérémy Zurcher1-0/+9
2014-10-13Pawn,Unit: add int getFlankSides()Jérémy Zurcher2-0/+7
2014-10-13Map: fix attackPawn: must mark attacks done whatever the dic rollJérémy Zurcher1-5/+9
2014-10-13Board: int removePawnFrom(Pawn, GridPoint2) is now publicJérémy Zurcher1-1/+1
2014-10-13Map: boolean attackPawn(Pawn, GridPoint2, GridPoint2, int)Jérémy Zurcher1-0/+22
2014-10-13Hex: add defense debugJérémy Zurcher1-0/+1