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2014-10-12StackedImage,Tile,Map: enable rotation on a specific overlayJérémy Zurcher3-0/+22
2014-10-12GameState* -> StateJérémy Zurcher8-55/+56
2014-10-12rename GameFactory -> FactoryJérémy Zurcher5-8/+8
2014-10-12rename GameCtrl -> CtrlJérémy Zurcher9-17/+17
2014-10-12add a few debug System.errJérémy Zurcher4-1/+6
2014-10-12GameState: fixes cleanup rewriteJérémy Zurcher8-74/+94
2014-10-12GameFactoy,GameCtrl,Hud: plugin in PlayerJérémy Zurcher3-32/+62
2014-10-12add game/PlayerJérémy Zurcher1-0/+112
2014-10-12Unit: add isEnemy(Army)Jérémy Zurcher1-0/+5
2014-10-12Unit: reorder constructorsJérémy Zurcher1-28/+30
2014-10-12Board: setPawnAt returns pawnJérémy Zurcher1-1/+2
2014-10-12Button: do not hit if ONJérémy Zurcher1-1/+1
2014-10-11HeadedPawn: add toString()Jérémy Zurcher1-0/+6
2014-10-11Pawn: add toString()Jérémy Zurcher1-2/+10
2014-10-11Map: revertMoves() call activatedPawns.clear()Jérémy Zurcher1-0/+1
2014-10-11Map: clearPossibleTargetsMovesAssists() -> clearAll() and does itJérémy Zurcher1-7/+7
2014-10-11GameState: hex,pawn -> selectedHex,selectedPawnJérémy Zurcher4-30/+31
2014-10-10GameState: implement quick move from GameStateSelectJérémy Zurcher2-1/+17
2014-10-10enable rotate from GameStateSelectJérémy Zurcher1-1/+1
2014-10-10GameState: rename enter(boolean flag) to be more excplicite, fix ↵Jérémy Zurcher5-7/+12
Rotate.enter(hasFinalMove)
2014-10-10rework GameStateJérémy Zurcher6-56/+181
2014-10-10GameCtrl.Config: add showEnemyPossibilitiesJérémy Zurcher1-1/+3
2014-10-10get rid of GameStateDirectionJérémy Zurcher3-53/+0
2014-10-10GameState: add done(), enter(boolean reset) -> enter(boolean normal)Jérémy Zurcher2-3/+10
2014-10-10GameCtrl: add animationCount and setAnnimationCount(int)Jérémy Zurcher1-3/+13
2014-10-10Hud: extract hud/Button, Button instances go publicJérémy Zurcher2-103/+108
2014-10-10Hud: buttons rely on visible for hit, implement checkBtnJérémy Zurcher1-13/+12
2014-10-10Hud: add setRotateOff()Jérémy Zurcher1-2/+7
2014-10-10Map: add ArrayList activablePawns and activatedPawns , ↵Jérémy Zurcher1-9/+58
buildAndShowMovesAndAssits(Pawn, GridPoint2) and rotatePawn(...)
2014-10-10Map: showFinalPath don't take care of DirectionJérémy Zurcher1-1/+0
2014-10-10Unit: implement attack(Pawn), revertLastMove() rotate(Orientation)Jérémy Zurcher1-6/+17
2014-10-10Board: pawns that cannot move cannot assist movesJérémy Zurcher1-1/+2
2014-10-10Pawn: cleanup animations, must set prevPosition when rotate, no need to set ↵Jérémy Zurcher1-23/+11
finalPos on move
2014-10-10Board: code reorderingJérémy Zurcher1-12/+12
2014-10-10Map: update rotate and move according to the previous modificationsJérémy Zurcher1-3/+13
2014-10-10Board: add revertLastPawnMove(), call pawn .move(int) .rotate(Orientation) ↵Jérémy Zurcher1-1/+19
.revertLastMove()
2014-10-10Pawn: add prevPosition, revertPosition(), getRevertLastMoveAnimation()Jérémy Zurcher1-0/+29
2014-10-10Pawn: cleanupJérémy Zurcher1-8/+8
2014-10-10Pawn: add abstract move(int), rotate(Orientation), attack(Pawn), reset(), ↵Jérémy Zurcher1-2/+11
revertLastMove()
2014-10-10HeadedPawn: setRotation() must set z coordinate of positionJérémy Zurcher1-0/+1
2014-10-09GameState,GameCtrl: add nextState var => void enter(boolean reset)Jérémy Zurcher8-11/+36
2014-10-09GameConfig: add and use canCancel, mustValidateJérémy Zurcher3-2/+6
2014-10-09coding styleJérémy Zurcher1-0/+1
2014-10-09Map: use getPathCost(Pawn, int), pawn.move(int) ,pawn.rotate()Jérémy Zurcher1-0/+3
2014-10-09SearchBoard,Board: implement pathCost(Pawn, List<Node>)Jérémy Zurcher2-0/+30
2014-10-09GameState: use canAttack, canRotate, canMove and simplifyJérémy Zurcher2-9/+16
2014-10-09Paw,Unit: set fire() rotate() move(in), reset()Jérémy Zurcher2-4/+43
2014-10-09Board: cleanup API, force tests updateJérémy Zurcher2-40/+34
2014-10-09SearchBoard: clean upJérémy Zurcher1-5/+9
2014-10-08Map: change enableXyz into showXyzJérémy Zurcher5-48/+48