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Tactical ground combat simulation for android
Jérémy Zurcher
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2014-10-03
MoveToAnimation: fix rotation
Jérémy Zurcher
2
-7
/
+12
2014-10-03
GameStateDirection: do not select after move
Jérémy Zurcher
1
-3
/
+1
2014-10-03
Board: fix path, rotate on place then move
Jérémy Zurcher
1
-13
/
+24
2014-10-03
Board: use getHexAt(pawn.getCenter()) to avoid wrong hex if image is big
Jérémy Zurcher
1
-7
/
+11
2014-10-03
Pawn: add Vector2 getCenter()
Jérémy Zurcher
1
-0
/
+7
2014-10-03
Board: use pawn.getPosAt(center, pos)
Jérémy Zurcher
1
-8
/
+2
2014-10-03
Pawn: is no more an image
Jérémy Zurcher
2
-28
/
+47
2014-10-03
remove gfx/Moveable
Jérémy Zurcher
3
-27
/
+3
2014-10-03
Pawn: slow dawn pawn move animation
Jérémy Zurcher
1
-1
/
+1
2014-10-03
try new sherman png
Jérémy Zurcher
1
-1
/
+1
2014-10-03
GameSates*: cleanup
Jérémy Zurcher
3
-21
/
+25
2014-10-03
Map: clearPossibles() -> hidePaths() && resetPaths()
Jérémy Zurcher
1
-4
/
+8
2014-10-03
Board: comment out unused methods
Jérémy Zurcher
1
-44
/
+44
2014-10-03
Map: enableFinalPath(..) ROSE must follow orders
Jérémy Zurcher
1
-1
/
+1
2014-10-03
remove debug output
Jérémy Zurcher
3
-3
/
+30
2014-10-03
Map: add movePawn(Pawn pawn, Orientation o)
Jérémy Zurcher
1
-1
/
+12
2014-10-03
Board: getFinalPath(...) returns an array of Vector3, add movePawn(...)
Jérémy Zurcher
1
-14
/
+52
2014-10-03
getPawnPosAt(...) has a third intout argument
Jérémy Zurcher
1
-4
/
+8
2014-10-03
Pawn: add AnimationSequence getMoveAnimation(Vector<Vector3> path)
Jérémy Zurcher
1
-0
/
+21
2014-10-03
Pawn: rename path -> moves
Jérémy Zurcher
1
-13
/
+14
2014-10-03
GameState: remove drag(float dx, float dy) and clean up
Jérémy Zurcher
6
-56
/
+2
2014-10-03
GameStatePath: fix ROSE position
Jérémy Zurcher
1
-1
/
+1
2014-10-03
Board: API goes GridPoint2
Jérémy Zurcher
3
-70
/
+51
2014-10-03
Board: use Orientation.fromMove(...)
Jérémy Zurcher
1
-19
/
+2
2014-10-03
Orientation: add Orientation fromMove(int col0, int row0, int col1, int row1)
Jérémy Zurcher
1
-0
/
+18
2014-10-03
Orientation: remove useless import
Jérémy Zurcher
1
-26
/
+0
2014-10-03
Board.Orientation -> Orientation
Jérémy Zurcher
10
-123
/
+154
2014-10-03
Board,SearchBoard: add getFinalPath(getFinalPath(Vector<GridPoint3> path)
Jérémy Zurcher
2
-0
/
+54
2014-10-02
Map: nableFinalPath(boolean) -> enableFinalPath(GridPoint2, boolean)
Jérémy Zurcher
2
-2
/
+3
2014-10-02
Pawn,HeadedPaw: use StackedImage.centerOn(float, float) not setPosition(...)
Jérémy Zurcher
2
-5
/
+10
2014-10-02
StackedImages: is no longer a Moveable but a Drawable
Jérémy Zurcher
1
-58
/
+8
it only implements - setRotation(float r) - translate(float dx, float dy) - centerOn(float cx, float cy)
2014-10-02
GameScreen: use GameCtrl
Jérémy Zurcher
1
-6
/
+11
2014-10-02
add GameState* and GameCtrl
Jérémy Zurcher
6
-0
/
+328
2014-10-02
Map: clean up to be used by game controller
Jérémy Zurcher
1
-114
/
+63
2014-10-02
Board: clean up API
Jérémy Zurcher
1
-11
/
+35
2014-10-02
SearchBoard: fix possiblePaths road march
Jérémy Zurcher
1
-5
/
+4
2014-10-01
Map: use toggleDotOverlay() instead of enableOverlayOn() for Hex.DOT
Jérémy Zurcher
1
-2
/
+8
2014-10-01
Board/SearchBoard: possiblePathsFilterAdd -> possiblePathsFilterToggle
Jérémy Zurcher
2
-6
/
+11
2014-10-01
Board -> Tile -> StackedImages: isEnabled(int i) overlays
Jérémy Zurcher
3
-0
/
+15
2014-10-01
start implementing moves, should use state pattern
Jérémy Zurcher
1
-37
/
+105
2014-10-01
add hex overlays MOVE and ROSE
Jérémy Zurcher
1
-0
/
+2
2014-10-01
rework hex overheads images
Jérémy Zurcher
1
-3
/
+4
2014-10-01
Board/SearchBoard: add possiblePathsFilterAdd(int, int, Set<GridPoint2>)
Jérémy Zurcher
2
-4
/
+46
2014-10-01
Board: add possiblePaths(Pawn, int, int, int, int, Set<GridPoint2>)
Jérémy Zurcher
1
-2
/
+22
2014-10-01
Board: searchBoard is protected
Jérémy Zurcher
1
-1
/
+1
2014-10-01
findAllPaths: support roadMarch, do not touch nodes state, returns ↵
Jérémy Zurcher
1
-28
/
+25
List<Vector<node>>
2014-10-01
SearchBoard: add possiblePaths(...) TODO roadMarch support
Jérémy Zurcher
1
-0
/
+53
2014-10-01
Pawn, Image: add protected default constructor
Jérémy Zurcher
2
-0
/
+9
2014-10-01
SearchBoard: adjacents is now local to function
Jérémy Zurcher
1
-26
/
+28
2014-10-01
SearchBoard: add distance(Node, Node)
Jérémy Zurcher
1
-0
/
+5
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