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2016-05-10DestroyAnimation: shorten DURATION 1.5->1.0Jérémy Zurcher1-1/+1
2016-05-10MenuCtrl,PlayMenu: use ResumeMenuJérémy Zurcher2-25/+14
2016-05-10add menu/ResumeMenuJérémy Zurcher1-0/+140
2016-05-10Ctrl: implement REPLAY_BATTLE modeJérémy Zurcher1-2/+23
2016-05-10Ctrl: cleanup according to latest db changesJérémy Zurcher1-13/+16
2016-05-10Battle: clean up map.clear() usageJérémy Zurcher4-19/+10
2016-05-10Solo: clean up loadState(), get ready for REPLAY_BATTLEJérémy Zurcher1-16/+24
2016-05-10DB,Ctrl: clean up store/load validate methodsJérémy Zurcher2-18/+95
2016-05-10InfantryFireAnimation: reduce START_DELAY to 0.3fJérémy Zurcher1-1/+1
2016-05-10Map4Orders: prepareReplayCurrentTurn() -> prepareReplayLastTurn()Jérémy Zurcher2-2/+2
2016-05-10Marshal: add Mode.PLAYER to load currentPlayer APJérémy Zurcher3-1/+10
2016-05-10Map5Marshal: block unitId while loading playersJérémy Zurcher1-0/+2
2016-05-10BattleTest: use map.getExitZone(int) otherwise usExit is nullJérémy Zurcher1-4/+2
2016-05-10Map0Hex: add getEntryZone(int) and getExitZone(int)Jérémy Zurcher1-0/+10
2016-05-10Unit: add static boolean blockIdJérémy Zurcher1-2/+5
2016-05-07Ctrl: ask for deployment end only in PLAY modeJérémy Zurcher1-1/+1
2016-05-07Map4Orders: fix unit orientation on replay ENTER orderJérémy Zurcher1-2/+5
2016-05-07Map5Marshal: fix error msgJérémy Zurcher1-1/+1
2016-05-07DB: format sql before calling loadGame(...)Jérémy Zurcher1-3/+3
2016-05-04Config: REPLAY_LAST / REPLAY_BATTLEJérémy Zurcher4-9/+9
2016-05-04StateSelect: clear() on reinforcement dock togggleJérémy Zurcher2-1/+6
2016-05-04Ctrl: ooops, that should be in e89cb4fJérémy Zurcher1-1/+1
2016-05-04StateEngage: doBreakMove() uses buildShortest(Tile)Jérémy Zurcher2-3/+2
2016-05-04PathBuilder: add buildShortest(Tile)Jérémy Zurcher1-0/+13
2016-05-04Map: break move only for 1 hexJérémy Zurcher1-1/+1
2016-05-04Battle: remove Ctrl from BattleCommon fieldsJérémy Zurcher5-36/+36
2016-05-04PathBuilder: add beSmart() : look for a single objective, ...Jérémy Zurcher1-11/+26
2016-05-04PathBuilder: best() priority : fitness > cost > roadMarch > sizeJérémy Zurcher1-5/+11
2016-05-04StateEngage: doRotation(Orientation) -> doBreakMove(Orientation)Jérémy Zurcher1-2/+2
2016-05-04ok, I fucked up, path optimisation is not ready yetv26Jérémy Zurcher2-3/+3
2016-05-03increase code versionv25Jérémy Zurcher1-1/+1
2016-05-03PathBuilder: automaticaly filter paths with objectivesJérémy Zurcher1-2/+11
2016-05-03PathBuilder: quick -> shortestJérémy Zurcher1-4/+4
2016-05-03OMG: add event queue, messages, replay, bounce animation, complete states ↵Jérémy Zurcher41-1442/+1405
rewrite ...
2016-05-03BounceAnimation: draw MoveableJérémy Zurcher1-0/+1
2016-05-03Map0Hex: coding styleJérémy Zurcher1-1/+2
2016-05-02Player: update debug msgsJérémy Zurcher1-2/+2
2016-05-02Pawn,Unit: add spendMovementPoints(int) and getSpentMovementPoints()Jérémy Zurcher2-1/+13
2016-05-02Board: add revertClaim(Pawn, Move)Jérémy Zurcher1-1/+9
2016-05-02Board: improve findBestEntry to chose NORTH or SOUTH if possibleJérémy Zurcher1-1/+11
2016-05-02Pawn,Hex: road(Orientation) -> roadFrom(Orientation)Jérémy Zurcher5-9/+9
2016-05-02Collection,IterableArray: add insert(E, int)Jérémy Zurcher2-0/+12
2016-04-22Unit: do not substract road march bonus to a 0 cost moveJérémy Zurcher1-1/+1
2016-04-22OrderList: add Order getId(int)Jérémy Zurcher1-0/+9
2016-04-22Player: impove burnDownAp reportingJérémy Zurcher1-14/+34
2016-04-22Unit: do not call setMoved if cost is 0Jérémy Zurcher1-1/+1
2016-04-22Unit: if roadMarch deduce bonus from move cost, cost is at least 1Jérémy Zurcher1-2/+3
2016-04-21PathBuilder: rotation path cost 1 and is not roadMarchJérémy Zurcher1-1/+2
2016-04-19Board: add setBlock(float)Jérémy Zurcher1-0/+12
2016-04-19Hup: default notify position is TOP_CENTERJérémy Zurcher1-2/+2