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RustAndDust
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Tactical ground combat simulation for android
Jérémy Zurcher
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2014-10-31
Board,SearcBoard: setAdjacentTiles(...) is public, directly access Tile.col ↵
Jérémy Zurcher
2
-9
/
+9
and Tile.row
2014-10-30
SearchBoard,Board: sides and distance goes from SearchBoard to Board
Jérémy Zurcher
2
-36
/
+47
2014-10-30
BattleFake: remove useless GridPoint2
Jérémy Zurcher
1
-1
/
+0
2014-10-30
Board: clean up int collectAttackAssists(Pawn, Pawn, Iterator<Pawn>, ↵
Jérémy Zurcher
1
-7
/
+2
PawnCollection)
2014-10-30
Board: clean up int collectMoveAssists(Pawn, PawnCollection)
Jérémy Zurcher
1
-1
/
+1
2014-10-30
Board,SearchBoard: optimize collectPossibleTargets(Pawn, Iterator<Pawn>, ↵
Jérémy Zurcher
2
-8
/
+8
PawnCollection)
2014-10-30
Tile: remove boolean hasTargetsFor(Pawn)
Jérémy Zurcher
1
-12
/
+0
2014-10-30
Board,SearchBoard: optimize collectPossibleTargets(Pawn, Board.PawnCollection)
Jérémy Zurcher
2
-8
/
+14
2014-10-30
Board,SearchBoard: optimize collectPossibleMoves(Pawn, Board.TileCollection)
Jérémy Zurcher
2
-13
/
+9
2014-10-30
SearchBoard: must be carefull with boolean inMap(int col, int row)
Jérémy Zurcher
1
-0
/
+1
2014-10-30
SearchBoard: add and use Tile getTile(Node node) and Node getNode(Tile tile)
Jérémy Zurcher
1
-11
/
+19
2014-10-30
Pawn: remove boolean canBeAttacked(Pawn) -> use boolean canAttack(Pawn)
Jérémy Zurcher
3
-8
/
+1
2014-10-29
Map: silence wrong debug output
Jérémy Zurcher
1
-3
/
+2
2014-10-29
SearchBoard: collectAttack(...) do not yell when the angle attack is not OK, ↵
Jérémy Zurcher
1
-3
/
+1
it's OK
2014-10-29
rename buildXxxYyy(...) -> collectXxxYyy(...)
Jérémy Zurcher
6
-21
/
+21
2014-10-29
Map: dispose of SpriteAnimations and sounds
Jérémy Zurcher
1
-0
/
+4
2014-10-29
Map: add SoundAnimations
Jérémy Zurcher
1
-3
/
+25
2014-10-29
add SoundAnimation
Jérémy Zurcher
1
-0
/
+81
2014-10-29
add sounds attack.mp3 and move.mp3
Jérémy Zurcher
1
-0
/
+5
2014-10-29
Map: code cleanup
Jérémy Zurcher
2
-57
/
+56
2014-10-29
Board: remove old comment
Jérémy Zurcher
1
-1
/
+0
2014-10-29
Unit: use common consturctor
Jérémy Zurcher
1
-2
/
+2
2014-10-29
Map: code reorder
Jérémy Zurcher
1
-10
/
+10
2014-10-29
Map: activatedPawns is a Board.PawnCollection
Jérémy Zurcher
3
-4
/
+7
2014-10-29
Map: fix typo, activated pawns must call attack(target)
Jérémy Zurcher
1
-2
/
+4
2014-10-29
Map,Unit: simplify show/hide functions
Jérémy Zurcher
10
-173
/
+121
2014-10-29
Map: remove useless HexSet and UnitSet classes, use TileSet and PawnSet
Jérémy Zurcher
1
-21
/
+5
2014-10-29
Pawn,Board: give current AnimationSequence size when asking Pawn for it
Jérémy Zurcher
2
-9
/
+9
2014-10-29
Pawn: add boolean canBeAttacked(Pawn other)
Jérémy Zurcher
3
-0
/
+8
2014-10-29
StateCommon: remove unused from
Jérémy Zurcher
1
-2
/
+0
2014-10-29
StateAnimation: do nothing with from and to
Jérémy Zurcher
1
-4
/
+0
2014-10-29
OptionsScreen: do not load assets a second time
Jérémy Zurcher
1
-2
/
+0
2014-10-29
Map: possibleTargets and attackAssists are Board.PawnCollection, ↵
Jérémy Zurcher
4
-38
/
+38
activablePawns is no more
2014-10-29
Unit: add ATTACK_ASSIST overlay
Jérémy Zurcher
1
-0
/
+6
2014-10-29
Map: fix collectPossibleTargets(...) call
Jérémy Zurcher
1
-2
/
+2
2014-10-28
Board: fix buildMoveAssists -> collectMoveAssists
Jérémy Zurcher
2
-6
/
+8
2014-10-28
Map: fix buildPossibleMoves(Pawn) and buildPossibleTargets(Pawn, ↵
Jérémy Zurcher
2
-3
/
+13
Iterator<Pawn>) return values
2014-10-28
Move and Rotate States: adapt to new moveablePawns definition
Jérémy Zurcher
3
-38
/
+39
2014-10-28
moveAssists -> UnitSet moveablePawns, include selected Pawn if can move
Jérémy Zurcher
1
-34
/
+33
2014-10-28
Board: add PawnSet, remove TileList
Jérémy Zurcher
3
-18
/
+27
2014-10-28
Unit: add overlays methods showMoveable(), showAttack(), showTarget()
Jérémy Zurcher
1
-1
/
+18
2014-10-28
Unit: add getHex()
Jérémy Zurcher
1
-0
/
+5
2014-10-28
TileSet,Hex: do not crash callint iterator().next() when empty
Jérémy Zurcher
2
-0
/
+2
2014-10-28
Tile: create stack at Tile construction
Jérémy Zurcher
1
-4
/
+2
2014-10-28
Tile: getIterator() -> iterator(), getTopPawn() goes private
Jérémy Zurcher
4
-13
/
+19
2014-10-28
Map: add 'Hex getHexAt(float x, float y)'
Jérémy Zurcher
2
-4
/
+7
2014-10-28
States: do not use Pawn but Unit
Jérémy Zurcher
6
-61
/
+61
2014-10-28
Player: Pawn promote(Pawn pawn) -> Unit promote(Unit unit)
Jérémy Zurcher
1
-5
/
+5
2014-10-28
Hex: add Unit getUnit()
Jérémy Zurcher
1
-0
/
+6
2014-10-28
use 4 atlases, set Unit overlays
Jérémy Zurcher
6
-36
/
+51
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