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RustAndDust
PvP
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units1
Tactical ground combat simulation for android
Jérémy Zurcher
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2014-12-03
Hud,hud... implement interface Animation
Jérémy Zurcher
5
-14
/
+30
2014-12-03
Board: implement Disposable
Jérémy Zurcher
1
-2
/
+4
2014-12-03
animations/Sprites implements Disposable
Jérémy Zurcher
4
-5
/
+12
2014-12-02
SpriteAnimation: use Sprites
Jérémy Zurcher
1
-23
/
+10
2014-12-01
Engagement: fix labels
Jérémy Zurcher
1
-3
/
+3
2014-12-01
Engagement: keep original flag size for winner flag
Jérémy Zurcher
1
-3
/
+6
2014-12-01
Map: do compute engagement numbers whatever the die are
Jérémy Zurcher
1
-34
/
+32
2014-11-30
Engagement: update it to show dice an flags
Jérémy Zurcher
3
-46
/
+94
2014-11-30
ShotAnimation: set a START_DELAY at 0.8f
Jérémy Zurcher
1
-1
/
+2
2014-11-30
add DiceAnimation
Jérémy Zurcher
2
-0
/
+134
2014-11-30
resize dice.png, remove attack.mp3, update assets loading
Jérémy Zurcher
1
-2
/
+4
2014-11-30
Ctrl,Hud: wait for animations and dialogs to be closed before leaving ↵
Jérémy Zurcher
2
-11
/
+14
animation state
2014-11-30
GameScreen: use INPUT_DELAY after zoom gesture
Jérémy Zurcher
1
-15
/
+12
2014-11-30
StateDeployment: replace deployment end dialog with OK button
Jérémy Zurcher
2
-3
/
+5
2014-11-30
extract Sprites form ShotAnimation
Jérémy Zurcher
2
-27
/
+31
2014-11-30
Ctrl: comment out player's turn notification
Jérémy Zurcher
1
-1
/
+1
2014-11-30
ObjectiveSet,Map,Hex: visualy differenciate objectives that has to be hold ↵
Jérémy Zurcher
3
-11
/
+10
and the others
2014-11-30
StateDeployment: touch out of orientation complete rotation too, do not show ↵
Jérémy Zurcher
1
-16
/
+13
DONE button
2014-11-29
StateSelect: clear selected unit if touch out of possibilities
Jérémy Zurcher
2
-2
/
+5
2014-11-29
UnitDock: fix to and rect.x computation, units orientation
Jérémy Zurcher
1
-8
/
+14
2014-11-29
UnitDock: done -> mvtDone
Jérémy Zurcher
1
-9
/
+9
2014-11-29
StateEngage: add DONE button only if must validate
Jérémy Zurcher
1
-1
/
+1
2014-11-29
StateRotate: do not show ABORT button if only 1 unit is moveable
Jérémy Zurcher
1
-1
/
+1
2014-11-29
StatePromote,Map: set promote animation
Jérémy Zurcher
2
-7
/
+31
2014-11-29
add PromoteAnimation
Jérémy Zurcher
1
-0
/
+97
2014-11-29
add promote.png and promote.mp3
Jérémy Zurcher
1
-0
/
+2
2014-11-28
StateSelect: allow quit rotate or HQ activation if unit.canMove()
Jérémy Zurcher
1
-1
/
+1
2014-11-28
StateMove: changeUnit() do not set MOVE overlay if has moved
Jérémy Zurcher
1
-1
/
+2
2014-11-28
BattleTest: add HQ as casualty
Jérémy Zurcher
1
-0
/
+1
2014-11-28
StateMove: show DONE only when activatedUnits > 0
Jérémy Zurcher
1
-2
/
+3
2014-11-28
StateMove,StateSelect: fix notifications
Jérémy Zurcher
2
-1
/
+3
2014-11-28
StateRotate: self select -> ABORT
Jérémy Zurcher
1
-0
/
+5
2014-11-28
StateMove: self select -> ROTATE
Jérémy Zurcher
1
-0
/
+5
2014-11-28
StateSelect: quick rotation -> move if hq
Jérémy Zurcher
1
-3
/
+8
2014-11-28
remove order.png
Jérémy Zurcher
1
-7
/
+3
2014-11-28
StateSelect: implement quick rotate
Jérémy Zurcher
2
-27
/
+41
2014-11-28
Ctrl: add comment
Jérémy Zurcher
1
-0
/
+2
2014-11-28
ActionButtons: use Bg instead of buttons, less buttons
Jérémy Zurcher
6
-57
/
+25
2014-11-28
StateMove/Common: do not show MOVE overlay on selected Unit
Jérémy Zurcher
2
-3
/
+8
2014-11-28
StateCommom: pawn var -> unit
Jérémy Zurcher
1
-4
/
+4
2014-11-27
Map: add Map.Engagement, use it in hud.Engagement
Jérémy Zurcher
3
-12
/
+44
2014-11-27
Hud,Ctrl,OkCancel: Hud stacks dialogs
Jérémy Zurcher
4
-72
/
+75
2014-11-27
Hud: simplify touchUp() code
Jérémy Zurcher
1
-18
/
+17
2014-11-27
ShotAnimation: use explosion sounds
Jérémy Zurcher
2
-16
/
+29
2014-11-27
add explosion.mp3 and explosion_short.mp3
Jérémy Zurcher
1
-0
/
+4
2014-11-27
Ctrl,Hud: only hit dialogs when in action
Jérémy Zurcher
2
-0
/
+9
2014-11-27
fix run
Jérémy Zurcher
3
-15
/
+8
2014-11-27
ShotAnimation,Map: resetAll() -> resetSound() called just before building ↵
Jérémy Zurcher
2
-2
/
+2
animations
2014-11-27
ShotAnimation: reuse shortShot sound for hit
Jérémy Zurcher
1
-0
/
+1
2014-11-26
Ctrl,Map: Map.animationsDone() returns the count of new animations to run, ↵
Jérémy Zurcher
2
-7
/
+13
thus Ctrl might stay in ANIMATION
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