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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
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