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Tactical ground combat simulation for android
Jérémy Zurcher
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2014-11-14
Pawn: add boolean isRotation() {distance == 0}
Jérémy Zurcher
1
-0
/
+5
2014-11-14
PossiblePaths: support rotation has moves of distance 0 and cost 0
Jérémy Zurcher
1
-14
/
+17
2014-11-14
PossiblePaths: add boolean isSet()
Jérémy Zurcher
1
-0
/
+5
2014-11-14
Pawn: default mvt cost is 0
Jérémy Zurcher
1
-1
/
+1
2014-11-14
Pawn: protect against HQ activation move debug
Jérémy Zurcher
1
-1
/
+3
2014-11-14
Unit: revertLastMove: restore mpLeft = mp
Jérémy Zurcher
1
-0
/
+1
2014-11-14
Ctrl: when animations are over: default stateAfterAnimation to StateType.DONE
Jérémy Zurcher
1
-2
/
+5
2014-11-14
Ctrl: fix stateType management to ensure sequential changes
Jérémy Zurcher
1
-2
/
+4
2014-11-14
Naming attack -> engagement - move -> movement
Jérémy Zurcher
12
-82
/
+82
2014-11-14
btn-attack -> btn-engage
Jérémy Zurcher
1
-1
/
+1
2014-11-14
State ATTACK -> ENGAGE
Jérémy Zurcher
5
-16
/
+16
2014-11-14
States: code reoder
Jérémy Zurcher
8
-132
/
+132
2014-11-14
Ctrl: import and use State.StateType
Jérémy Zurcher
1
-16
/
+16
2014-11-14
Ctrl: change debug msgs
Jérémy Zurcher
1
-1
/
+1
2014-11-14
Ctrl: call hud.update() instead of hud.playerInfo.update(...)
Jérémy Zurcher
1
-3
/
+2
2014-11-14
Map: call animationDone after attack animation
Jérémy Zurcher
1
-1
/
+1
2014-11-14
StateReinforcement: call map.clearAll() on enter
Jérémy Zurcher
1
-0
/
+1
2014-11-14
StateReinforcement: coding style
Jérémy Zurcher
1
-1
/
+2
2014-11-14
StateSelect: enter() -> hide action buttons
Jérémy Zurcher
1
-0
/
+1
2014-11-14
StateAnimation: enter() -> hide action buttons
Jérémy Zurcher
1
-0
/
+1
2014-11-14
StateCommon: hide/showPossibleTargetsMovesAssists() -> hide/showPossibilities()
Jérémy Zurcher
2
-6
/
+6
2014-11-14
StateCommon: remove clearAll()
Jérémy Zurcher
2
-10
/
+4
2014-11-14
State,Ctrl,States: state management rework
Jérémy Zurcher
11
-119
/
+105
2014-11-14
PlayerInfo: regroup setLabelPosition(Position) calls
Jérémy Zurcher
1
-4
/
+3
2014-11-14
LabelImage: setLabelPosition(Position) triggers setPosition(rect.x, rect.y)
Jérémy Zurcher
1
-0
/
+1
2014-11-14
Ctrl: setState(battle.getState(player)) triggers double turn end
Jérémy Zurcher
1
-1
/
+1
2014-11-13
Ctrl: split nextPlayer() -> swicthPlayer() endPlayerTurn() startPlayerTurn()
Jérémy Zurcher
1
-14
/
+17
2014-11-13
Ctrl: entryState -> reinforcementState
Jérémy Zurcher
1
-3
/
+3
2014-11-13
BattleHeadToHead: call deploymentDone() on both players
Jérémy Zurcher
1
-0
/
+3
2014-11-13
Player: add boolean deploymentDone, deploymentDone()
Jérémy Zurcher
1
-0
/
+10
2014-11-13
Ctrl: endPlayerTurn() -> abortPlayerTurn()
Jérémy Zurcher
2
-1
/
+7
2014-11-13
/StateReinforcement: does not need Vector3
Jérémy Zurcher
1
-2
/
+0
2014-11-13
OptionsScreen: fix List
Jérémy Zurcher
1
-7
/
+16
2014-11-13
Ctrl: show battle name at start
Jérémy Zurcher
1
-0
/
+3
2014-11-13
Config: add and use Battle battle
Jérémy Zurcher
4
-6
/
+29
2014-11-13
Battle: add toString()
Jérémy Zurcher
2
-0
/
+6
2014-11-13
BattleHeadToHead: use is(Army) instead os isEnemey(Army)
Jérémy Zurcher
1
-2
/
+2
2014-11-13
engine/Player Pawn: add is(Faction)
Jérémy Zurcher
2
-0
/
+10
2014-11-12
BattleHeadToHead: coding style
Jérémy Zurcher
1
-2
/
+1
2014-11-12
BattleCommon: add getFirstPlayer() and getSecondPlayer()
Jérémy Zurcher
2
-12
/
+10
2014-11-12
BattleHeadToHead: fix victory condition
Jérémy Zurcher
1
-1
/
+1
2014-11-12
BattleHeadToHead: remove unused import statement
Jérémy Zurcher
1
-4
/
+0
2014-11-12
Battle: add StateType getState(Player player)
Jérémy Zurcher
3
-0
/
+11
2014-11-12
Map: fix pawn orientation on entry
Jérémy Zurcher
1
-1
/
+1
2014-11-12
Config: add debug option
Jérémy Zurcher
3
-1
/
+12
2014-11-12
StateReinforcement: abort if no entry point found
Jérémy Zurcher
1
-5
/
+11
2014-11-12
Board,Map...: fix findEntryPoint(...)
Jérémy Zurcher
6
-53
/
+34
2014-11-12
BattleHeadToHead use entryPoint
Jérémy Zurcher
1
-2
/
+5
2014-11-12
add engine/EntryPoint
Jérémy Zurcher
1
-0
/
+11
2014-11-12
StateEntry -> StateReinforcement
Jérémy Zurcher
4
-6
/
+6
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