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2014-10-03Map: add movePawn(Pawn pawn, Orientation o)Jérémy Zurcher1-1/+12
2014-10-03Board: getFinalPath(...) returns an array of Vector3, add movePawn(...)Jérémy Zurcher1-14/+52
2014-10-03getPawnPosAt(...) has a third intout argumentJérémy Zurcher1-4/+8
2014-10-03Pawn: add AnimationSequence getMoveAnimation(Vector<Vector3> path)Jérémy Zurcher1-0/+21
2014-10-03Pawn: rename path -> movesJérémy Zurcher1-13/+14
2014-10-03GameState: remove drag(float dx, float dy) and clean upJérémy Zurcher6-56/+2
2014-10-03GameStatePath: fix ROSE positionJérémy Zurcher1-1/+1
2014-10-03Board: API goes GridPoint2Jérémy Zurcher3-70/+51
2014-10-03Board: use Orientation.fromMove(...)Jérémy Zurcher1-19/+2
2014-10-03Orientation: add Orientation fromMove(int col0, int row0, int col1, int row1)Jérémy Zurcher1-0/+18
2014-10-03Orientation: remove useless importJérémy Zurcher1-26/+0
2014-10-03Board.Orientation -> OrientationJérémy Zurcher10-123/+154
2014-10-03Board,SearchBoard: add getFinalPath(getFinalPath(Vector<GridPoint3> path)Jérémy Zurcher2-0/+54
2014-10-02Map: nableFinalPath(boolean) -> enableFinalPath(GridPoint2, boolean)Jérémy Zurcher2-2/+3
2014-10-02Pawn,HeadedPaw: use StackedImage.centerOn(float, float) not setPosition(...)Jérémy Zurcher2-5/+10
2014-10-02StackedImages: is no longer a Moveable but a DrawableJérémy Zurcher1-58/+8
it only implements - setRotation(float r) - translate(float dx, float dy) - centerOn(float cx, float cy)
2014-10-02GameScreen: use GameCtrlJérémy Zurcher1-6/+11
2014-10-02add GameState* and GameCtrlJérémy Zurcher6-0/+328
2014-10-02Map: clean up to be used by game controllerJérémy Zurcher1-114/+63
2014-10-02Board: clean up APIJérémy Zurcher1-11/+35
2014-10-02SearchBoard: fix possiblePaths road marchJérémy Zurcher1-5/+4
2014-10-01Map: use toggleDotOverlay() instead of enableOverlayOn() for Hex.DOTJérémy Zurcher1-2/+8
2014-10-01Board/SearchBoard: possiblePathsFilterAdd -> possiblePathsFilterToggleJérémy Zurcher2-6/+11
2014-10-01Board -> Tile -> StackedImages: isEnabled(int i) overlaysJérémy Zurcher3-0/+15
2014-10-01start implementing moves, should use state patternJérémy Zurcher1-37/+105
2014-10-01add hex overlays MOVE and ROSEJérémy Zurcher1-0/+2
2014-10-01rework hex overheads imagesJérémy Zurcher1-3/+4
2014-10-01Board/SearchBoard: add possiblePathsFilterAdd(int, int, Set<GridPoint2>)Jérémy Zurcher2-4/+46
2014-10-01Board: add possiblePaths(Pawn, int, int, int, int, Set<GridPoint2>)Jérémy Zurcher1-2/+22
2014-10-01Board: searchBoard is protectedJérémy Zurcher1-1/+1
2014-10-01findAllPaths: support roadMarch, do not touch nodes state, returns ↵Jérémy Zurcher1-28/+25
List<Vector<node>>
2014-10-01SearchBoard: add possiblePaths(...) TODO roadMarch supportJérémy Zurcher1-0/+53
2014-10-01Pawn, Image: add protected default constructorJérémy Zurcher2-0/+9
2014-10-01SearchBoard: adjacents is now local to functionJérémy Zurcher1-26/+28
2014-10-01SearchBoard: add distance(Node, Node)Jérémy Zurcher1-0/+5
2014-10-01SearchBoard: add boolean inMap()Jérémy Zurcher1-0/+12
2014-10-01Board.distance() -> SearchBoard.distance()Jérémy Zurcher2-21/+19
2014-09-30add game/HudJérémy Zurcher2-16/+37
2014-09-30Map: fix touchUpJérémy Zurcher1-8/+12
2014-09-30Tile: occupied() -> isEmpty() && hasUnits()Jérémy Zurcher2-11/+23
2014-09-30Pawn/Unit: add boolean isUnit()Jérémy Zurcher2-0/+7
2014-09-30GameScreen: screenToViewport -> screenToWorldJérémy Zurcher1-4/+4
2014-09-30GameScreen: nothing reallyJérémy Zurcher1-1/+3
2014-09-30GameScreen: fix cam.unproject() after resizeJérémy Zurcher1-3/+9
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