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2014-11-05Pawn: enter/rotate/move/attack -> move() and attack()Jérémy Zurcher6-27/+18
2014-11-05Board: simply getSetPawnOntoAnimation(...) thanks to Pawn.MoveJérémy Zurcher1-4/+4
2014-11-05Board: call pawn.move.setRotation(...) in rotatePawn(...)Jérémy Zurcher1-0/+1
2014-11-05PossiblePaths: implements applyToPawn that feed Pawn.Move and is called from ...Jérémy Zurcher2-0/+13
2014-11-05add Pawn.MoveJérémy Zurcher1-0/+41
2014-11-05Pawn.Attack: .reset() and .toString()Jérémy Zurcher2-2/+20
2014-11-05PosisblePaths: fix cost computationJérémy Zurcher1-6/+6
2014-11-05PossiblePaths: fix findAllPaths(...) roadMarch overriding when trying adjacentsJérémy Zurcher1-4/+4
2014-11-05StateMove: do not call possiblePaths.clear() when leaving, might be needed in...Jérémy Zurcher1-1/+1
2014-11-05Battle: add TileSet getEntryPoint(Unit) Orientation getEntryOrientation(Player)Jérémy Zurcher3-0/+22
2014-11-05Board: findBestEntry(...) returns Orientation, not TileJérémy Zurcher1-5/+5
2014-11-05Unit: indentJérémy Zurcher1-4/+4
2014-11-05Pawn,Unit: add enter(int cost)Jérémy Zurcher2-1/+14
2014-11-05PossiblePaths: first call init(Pawn, Tile from) then build(Tile to)Jérémy Zurcher4-20/+15
2014-11-05PossiblePaths: support int init(Pawn pawn, Tile from, Tile to)Jérémy Zurcher1-6/+12
2014-11-05StatePromote: Unit p -> Unit unitJérémy Zurcher1-4/+4
2014-11-05game/States: remove useless import statementsJérémy Zurcher8-10/+0
2014-11-05Board: add Tile getAdjTileAt(Tile, Orientation) and Tile findBestEntry(Pawn, ...Jérémy Zurcher1-0/+63
2014-11-05Tile,Hex: int costFrom(Pawn, Orientation, boolean) -> int costFrom(Pawn, Orie...Jérémy Zurcher4-14/+12
2014-11-04Hud: no not set the button on after calling set statevim core/src/ch/asynk/ta...Jérémy Zurcher1-5/+2
2014-11-04UnitDock: code reorderJérémy Zurcher1-18/+18
2014-11-04Hud: remove empty lineJérémy Zurcher1-1/+0
2014-11-04Hurd: improve image touch schemeJérémy Zurcher1-12/+13
2014-11-04UnitDock: add selected pawn ImageJérémy Zurcher2-4/+16
2014-11-04UnitDock: do not hit when not visibleJérémy Zurcher1-1/+1
2014-11-04Ctrl: keep track of current StateType, notify Hud on changeJérémy Zurcher2-1/+9
2014-11-04Button: add public blockedJérémy Zurcher1-1/+3
2014-11-04Image: add public blockedJérémy Zurcher1-2/+5
2014-11-04Hud: import State.StateTypeJérémy Zurcher1-4/+5
2014-11-04Hud: fix touchUp button, do not set it On before checking for hitJérémy Zurcher1-3/+5
2014-11-04Hud: cleanup touchDow/Up logicJérémy Zurcher1-47/+47
2014-11-04engine/Player: reinforcement is public -> no need of reinforcementCount()Jérémy Zurcher2-6/+1
2014-11-04Hud: reinforcement+reinforcementText -> TextImage reinforcementJérémy Zurcher1-15/+7
2014-11-04UnitDock: track the last selected Pawn in public Pawn selectedPawn;Jérémy Zurcher1-1/+9
2014-11-04UnitDock: PADDING = 10fJérémy Zurcher1-1/+1
2014-11-04hud...: replace contains(float, float) with hit(float, float)Jérémy Zurcher4-10/+10
2014-11-04add game/hud/TextButtonJérémy Zurcher1-0/+47
2014-11-04Hud: use TextImage for turns and apsJérémy Zurcher1-16/+7
2014-11-04add game/hud/TextImageJérémy Zurcher1-0/+49
2014-11-04Button: add void draw(Batch batch)Jérémy Zurcher2-6/+13
2014-11-03UnitDock: optimize transformation matrix computation and use scaled rectangle...Jérémy Zurcher1-12/+28
2014-11-03UnitDock: use List<Pawn> instead of Iterator<Pawn>Jérémy Zurcher1-14/+10
2014-11-03engine/Player: replace reinforcementIterator() with List<Pawn> getReinforceme...Jérémy Zurcher1-10/+6
2014-11-03Hud: add unitDockJérémy Zurcher1-1/+12
2014-11-03add game/hud/UnitDockJérémy Zurcher1-0/+135
2014-11-03Hud: use turns click instead of flag click to end turnJérémy Zurcher1-3/+4
2014-11-03Pawn: do not use image.getXxxx()Jérémy Zurcher1-6/+6
2014-11-03BattleHeadToHead: add entry points and associate units to themJérémy Zurcher1-17/+42
2014-11-03BattleCommon: add entryPoints=ArrayList<TileSet>, and pawnEntry=HashMap<Unit,...Jérémy Zurcher1-0/+20
2014-11-02BattleFake -> BattleHeadToHeadJérémy Zurcher2-4/+4