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2015-12-29HeadedPawn: setTurretRotation() -> aimAt(), getTurretRotation() -> getAiming()Jérémy Zurcher4-12/+11
2015-12-29Map0Hex: remove unused importJérémy Zurcher1-2/+0
2015-12-29Tile: remove empty lineJérémy Zurcher1-1/+0
2015-12-29TankFireAnimation: use aim_r to improve shot start positionJérémy Zurcher1-1/+1
2015-12-29TankFireAnimation: reduce shot delay, compute fixed fire durationJérémy Zurcher1-3/+3
2015-12-29TankFireAnimation: reduce SHOT_SCATTERINGJérémy Zurcher1-1/+1
2015-12-29TankFireAnimation: start shoot animation closer to the chitJérémy Zurcher1-2/+3
2015-12-29TankFireAnimation: aim before shootingJérémy Zurcher2-4/+32
2015-12-29MoveToAnimation: gently set the turret rotation to 0Jérémy Zurcher1-2/+11
2015-12-29HeadedPawn: has a chit, a body and a turret that can aimJérémy Zurcher4-24/+74
2015-12-29Unit: enable ace overlay if neededJérémy Zurcher1-0/+1
2015-12-28Config: set TANKS as defaultJérémy Zurcher1-1/+1
2015-12-28OptionsMenu: add graphics selectionJérémy Zurcher1-0/+25
2015-12-28update FIXMEJérémy Zurcher2-2/+1
2015-12-28Objective: Tile swallows Objective, ObjectiveSet is destroyed, Board does the...Jérémy Zurcher11-198/+161
2015-12-28OrderList: add get(Pawn, Order.OrderType)Jérémy Zurcher1-0/+11
2015-12-28Command: remove spaceJérémy Zurcher1-1/+1
2015-12-28Army: add overlay which is hex overlay indexJérémy Zurcher3-12/+17
2015-12-28Move: add TileIteratorJérémy Zurcher1-0/+51
2015-12-28PathIterator: throws java.util.NoSuchElementException when neededJérémy Zurcher1-0/+3
2015-12-28Tile: enableOverlay() does nothing if index < 0Jérémy Zurcher1-5/+9
2015-12-26game:HexSet -> engine:TileSetJérémy Zurcher4-35/+26
2015-12-26StateWithdraw: add debug error if many pathsJérémy Zurcher1-0/+4
2015-12-26States*: remove uselss empty lines in importsJérémy Zurcher5-6/+0
2015-12-26StateRotate: hide move assists on enter if option is offJérémy Zurcher1-0/+2
2015-12-24Hex: blockLineOfSightFrom(Tile) -> blockLineOfSight(Tile, Tile)Jérémy Zurcher3-8/+11
2015-12-24increase versionv14Jérémy Zurcher1-1/+1
2015-12-24battles: add Battle00Jérémy Zurcher3-1/+124
2015-12-24PathBuilder: give more weight to objectivesJérémy Zurcher1-1/+1
2015-12-24Hex: simplify blockLineOfSightFrom(Tile)Jérémy Zurcher1-4/+1
2015-12-24State: replace touchUp() and touchDown() with touch(Hex)Jérémy Zurcher14-158/+72
2015-12-24States: do not use downHex or upHex out of touchDown() and touchUp()Jérémy Zurcher2-5/+5
2015-12-24PathBuilder: fix error msgJérémy Zurcher1-1/+1
2015-12-24Revert "PathBuilder: always search for path even if distance is < 2, to check...Jérémy Zurcher1-1/+9
2015-12-24ObjectiveSet: respond to isObjectiveFor() taking peristence into accountJérémy Zurcher3-4/+18
2015-12-23StateRotate: fix bug when in HQ activation, start rotate, but do not complete itJérémy Zurcher1-1/+4
2015-12-23BattleTest: be a test battle againJérémy Zurcher1-47/+55
2015-12-23game.Factory -> FactoryJérémy Zurcher6-10/+7
2015-12-22MenuScreen: add versionLabelJérémy Zurcher1-0/+7
2015-12-21PathBuilder: use printToErr on errorJérémy Zurcher1-0/+1
2015-12-21PathBuilder: always search for path even if distance is < 2, to check for obj...Jérémy Zurcher1-9/+1
2015-12-21PathBuilder: choosePath: clears it all and then add the choosen pathJérémy Zurcher1-6/+6
2015-12-21PathBuilder: extract clearPaths() from clear()Jérémy Zurcher1-0/+5
2015-12-21Map0Hex: isObjective(Tile) -> isObjectiveFor(Tile,Pawn) : says no if already ...Jérémy Zurcher3-4/+8
2015-12-21PathBuilder: fitness takes objectives into accountJérémy Zurcher3-0/+8
2015-12-21Board: sprinkle with some finalJérémy Zurcher1-9/+12
2015-12-20Hud: use ArrayDeque instead of StackJérémy Zurcher1-2/+2
2015-12-19Hud: replace touchUp + touchDown with hit(int, int)Jérémy Zurcher4-108/+24
2015-12-18clean up import statementsJérémy Zurcher2-2/+0
2015-12-18Hud: plug OptionsPanel inJérémy Zurcher1-7/+44