index
:
RustAndDust
PvP
keep
master
server
units1
Tactical ground combat simulation for android
Jérémy Zurcher
summary
refs
log
tree
commit
diff
stats
log msg
author
committer
range
path:
root
/
core
/
src
/
ch
Age
Commit message (
Collapse
)
Author
Files
Lines
2014-11-04
add game/hud/TextImage
Jérémy Zurcher
1
-0
/
+49
2014-11-04
Button: add void draw(Batch batch)
Jérémy Zurcher
2
-6
/
+13
2014-11-03
UnitDock: optimize transformation matrix computation and use scaled ↵
Jérémy Zurcher
1
-12
/
+28
rectangle for hit detection
2014-11-03
UnitDock: use List<Pawn> instead of Iterator<Pawn>
Jérémy Zurcher
1
-14
/
+10
2014-11-03
engine/Player: replace reinforcementIterator() with List<Pawn> ↵
Jérémy Zurcher
1
-10
/
+6
getReinforcement()
2014-11-03
Hud: add unitDock
Jérémy Zurcher
1
-1
/
+12
2014-11-03
add game/hud/UnitDock
Jérémy Zurcher
1
-0
/
+135
2014-11-03
Hud: use turns click instead of flag click to end turn
Jérémy Zurcher
1
-3
/
+4
2014-11-03
Pawn: do not use image.getXxxx()
Jérémy Zurcher
1
-6
/
+6
2014-11-03
BattleHeadToHead: add entry points and associate units to them
Jérémy Zurcher
1
-17
/
+42
2014-11-03
BattleCommon: add entryPoints=ArrayList<TileSet>, and ↵
Jérémy Zurcher
1
-0
/
+20
pawnEntry=HashMap<Unit, TileSet>
2014-11-02
BattleFake -> BattleHeadToHead
Jérémy Zurcher
2
-4
/
+4
2014-11-02
GameScreen: ZOOM_IN_MAX = 0.3f;
Jérémy Zurcher
1
-1
/
+1
2014-11-02
BattleFake: don't set Units on map, but as reinforcement
Jérémy Zurcher
1
-17
/
+17
2014-11-02
Hud: add reinforcementText
Jérémy Zurcher
1
-2
/
+17
2014-11-02
Image: add visible
Jérémy Zurcher
1
-0
/
+13
2014-11-02
engine/Player: add reinforcementCount()
Jérémy Zurcher
1
-0
/
+5
2014-11-02
Hud: add turns and turnsText
Jérémy Zurcher
1
-1
/
+13
2014-11-02
Text: add getWidth() getHeight()
Jérémy Zurcher
1
-0
/
+12
2014-11-02
Hud: replace Msg status with Image aps and Text apsText
Jérémy Zurcher
1
-6
/
+12
2014-11-02
add game/hud/Text
Jérémy Zurcher
1
-0
/
+66
2014-11-02
PLayer: String getStatus() -> int getAp()
Jérémy Zurcher
1
-2
/
+2
2014-11-02
Msg: font.dispose()
Jérémy Zurcher
1
-8
/
+15
2014-11-02
Ctrl: fix battle.checkVictory()
Jérémy Zurcher
1
-2
/
+2
2014-11-02
Player,Hud: move all graphics from Player to Hud
Jérémy Zurcher
5
-70
/
+70
2014-11-01
engine/Player: add getFaction()
Jérémy Zurcher
1
-0
/
+5
2014-11-01
Msg: add getX() getX() setPosition(float, float, int) write(String, float)
Jérémy Zurcher
1
-0
/
+27
2014-11-01
Battle: add public boolean checkVictory(Ctrl ctrl); and implement it
Jérémy Zurcher
3
-1
/
+34
2014-11-01
Player: add int getTurn()
Jérémy Zurcher
1
-0
/
+5
2014-11-01
Ctrl: keep a final ref to the Battle
Jérémy Zurcher
1
-0
/
+2
2014-11-01
Player: add int unitsLeft()
Jérémy Zurcher
1
-0
/
+5
2014-11-01
Hex,Map: add Hex.OBJECTIVE, howObjective(Hex) hideObjective(Hex)
Jérémy Zurcher
2
-0
/
+3
2014-11-01
Hup,StateAttack: support and use Msg.pushWrite(...)
Jérémy Zurcher
2
-4
/
+12
2014-11-01
Msg: add pushWrite(...) wait for the previous messages to be disblayed
Jérémy Zurcher
1
-2
/
+35
2014-11-01
remove unnecessary comments
Jérémy Zurcher
4
-4
/
+0
2014-11-01
StateBreak: use show/hideMove instead of un/selectHex
Jérémy Zurcher
1
-4
/
+4
2014-11-01
clean up Pawn overlays
Jérémy Zurcher
2
-10
/
+10
2014-11-01
BattleFake: coding style
Jérémy Zurcher
1
-1
/
+1
2014-11-01
set new Tile overlays and cleanup usage
Jérémy Zurcher
4
-26
/
+15
2014-11-01
add notifications
Jérémy Zurcher
4
-5
/
+13
2014-11-01
Map: toggleAttackAssist: return boolean
Jérémy Zurcher
1
-1
/
+3
2014-11-01
Pawn: add attack.calculus String and feed it
Jérémy Zurcher
5
-7
/
+13
2014-11-01
StateAttack: opponent gets the casualties not player
Jérémy Zurcher
1
-1
/
+1
2014-11-01
Msg: use Position
Jérémy Zurcher
2
-3
/
+11
2014-11-01
add game/hud/Position
Jérémy Zurcher
1
-0
/
+69
2014-11-01
Board: factorize pawn animation code
Jérémy Zurcher
1
-13
/
+15
2014-10-31
StateCommon: accept touch on OFFMAP Hex, but do not highlight them
Jérémy Zurcher
1
-5
/
+3
2014-10-31
Factory: forgot to update getNewTile(...)
Jérémy Zurcher
1
-2
/
+4
2014-10-31
Board: on animation first call removePawn(), at the end setPawnOnto() to ↵
Jérémy Zurcher
1
-1
/
+9
ensure revert safety
2014-10-31
Borad,Pawn: getRotateAnimation(float, ...) do not need Vector3 Pool anymore
Jérémy Zurcher
2
-17
/
+3
[prev]
[next]