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2014-10-31Unit: artillery is an hard target tooJérémy Zurcher1-1/+1
2014-10-31Board: add of frame of OFFMAP tiles around the boardJérémy Zurcher1-18/+32
2014-10-31StateMove: must call map.possiblePaths.clear() on enterJérémy Zurcher1-0/+1
2014-10-31Map,States: implement infantry move after successfull attackJérémy Zurcher4-3/+23
2014-10-31add game/states/StateBreakJérémy Zurcher1-0/+88
2014-10-31update TODO file and TODO/FIXME commentsJérémy Zurcher3-3/+3
2014-10-31Board: movePawn: use possiblePaths.to in RunnableAnimationJérémy Zurcher1-3/+2
2014-10-31PossiblePaths: Pawn, Tile, Orientation are publicJérémy Zurcher2-19/+19
2014-10-31Board: collectAttackAssists do not include attack leaderJérémy Zurcher1-1/+1
2014-10-31PossiblePaths: fix path.get(i)Jérémy Zurcher1-2/+9
2014-10-31coding styleJérémy Zurcher1-1/+1
2014-10-31Tile: implements Iterable<Pawn>Jérémy Zurcher1-1/+1
2014-10-31cleanup XxxCollection interfaces -> PawnSet and TileSetJérémy Zurcher3-50/+0
2014-10-31use new PossiblePaths classJérémy Zurcher5-248/+24
2014-10-31add engine/PossiblePathsJérémy Zurcher1-0/+297
2014-10-31Board,SearcBoard: setAdjacentTiles(...) is public, directly access Tile.col ↵Jérémy Zurcher2-9/+9
and Tile.row
2014-10-30SearchBoard,Board: sides and distance goes from SearchBoard to BoardJérémy Zurcher2-36/+47
2014-10-30BattleFake: remove useless GridPoint2Jérémy Zurcher1-1/+0
2014-10-30Board: clean up int collectAttackAssists(Pawn, Pawn, Iterator<Pawn>, ↵Jérémy Zurcher1-7/+2
PawnCollection)
2014-10-30Board: clean up int collectMoveAssists(Pawn, PawnCollection)Jérémy Zurcher1-1/+1
2014-10-30Board,SearchBoard: optimize collectPossibleTargets(Pawn, Iterator<Pawn>, ↵Jérémy Zurcher2-8/+8
PawnCollection)
2014-10-30Tile: remove boolean hasTargetsFor(Pawn)Jérémy Zurcher1-12/+0
2014-10-30Board,SearchBoard: optimize collectPossibleTargets(Pawn, Board.PawnCollection)Jérémy Zurcher2-8/+14
2014-10-30Board,SearchBoard: optimize collectPossibleMoves(Pawn, Board.TileCollection)Jérémy Zurcher2-13/+9
2014-10-30SearchBoard: must be carefull with boolean inMap(int col, int row)Jérémy Zurcher1-0/+1
2014-10-30SearchBoard: add and use Tile getTile(Node node) and Node getNode(Tile tile)Jérémy Zurcher1-11/+19
2014-10-30Pawn: remove boolean canBeAttacked(Pawn) -> use boolean canAttack(Pawn)Jérémy Zurcher3-8/+1
2014-10-29Map: silence wrong debug outputJérémy Zurcher1-3/+2
2014-10-29SearchBoard: collectAttack(...) do not yell when the angle attack is not OK, ↵Jérémy Zurcher1-3/+1
it's OK
2014-10-29rename buildXxxYyy(...) -> collectXxxYyy(...)Jérémy Zurcher6-21/+21
2014-10-29Map: dispose of SpriteAnimations and soundsJérémy Zurcher1-0/+4
2014-10-29Map: add SoundAnimationsJérémy Zurcher1-3/+25
2014-10-29add SoundAnimationJérémy Zurcher1-0/+81
2014-10-29add sounds attack.mp3 and move.mp3Jérémy Zurcher1-0/+5
2014-10-29Map: code cleanupJérémy Zurcher2-57/+56
2014-10-29Board: remove old commentJérémy Zurcher1-1/+0
2014-10-29Unit: use common consturctorJérémy Zurcher1-2/+2
2014-10-29Map: code reorderJérémy Zurcher1-10/+10
2014-10-29Map: activatedPawns is a Board.PawnCollectionJérémy Zurcher3-4/+7
2014-10-29Map: fix typo, activated pawns must call attack(target)Jérémy Zurcher1-2/+4
2014-10-29Map,Unit: simplify show/hide functionsJérémy Zurcher10-173/+121
2014-10-29Map: remove useless HexSet and UnitSet classes, use TileSet and PawnSetJérémy Zurcher1-21/+5
2014-10-29Pawn,Board: give current AnimationSequence size when asking Pawn for itJérémy Zurcher2-9/+9
2014-10-29Pawn: add boolean canBeAttacked(Pawn other)Jérémy Zurcher3-0/+8
2014-10-29StateCommon: remove unused fromJérémy Zurcher1-2/+0
2014-10-29StateAnimation: do nothing with from and toJérémy Zurcher1-4/+0
2014-10-29OptionsScreen: do not load assets a second timeJérémy Zurcher1-2/+0
2014-10-29Map: possibleTargets and attackAssists are Board.PawnCollection, ↵Jérémy Zurcher4-38/+38
activablePawns is no more
2014-10-29Unit: add ATTACK_ASSIST overlayJérémy Zurcher1-0/+6
2014-10-29Map: fix collectPossibleTargets(...) callJérémy Zurcher1-2/+2