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RustAndDust
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Tactical ground combat simulation for android
Jérémy Zurcher
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2014-11-16
Ctrl: code reorder
Jérémy Zurcher
1
-9
/
+9
2014-11-16
Battle: code reorder
Jérémy Zurcher
4
-63
/
+63
2014-11-16
Hud: if okCancel or stats are visible only them can hit
Jérémy Zurcher
1
-5
/
+8
2014-11-16
StateDeployment,Ctrl: add done button
Jérémy Zurcher
2
-0
/
+6
2014-11-16
add BattleFrontalAssault
Jérémy Zurcher
2
-0
/
+144
2014-11-16
add StateDeployment
Jérémy Zurcher
3
-0
/
+143
2014-11-16
Ctrl: endDeployment() call state.done()
Jérémy Zurcher
1
-0
/
+1
2014-11-16
Ctrl,Hud: add checkDeploymentDone(), endDeployment(), askEndDeployment()
Jérémy Zurcher
2
-0
/
+25
2014-11-16
Ctrl: typo
Jérémy Zurcher
1
-2
/
+2
2014-11-16
Battle: add boolean deploymentDone(Player player)
Jérémy Zurcher
2
-0
/
+8
2014-11-16
StateBreak,StateRotate: use upHex in Orientation.fromAdj
Jérémy Zurcher
2
-2
/
+2
2014-11-16
UnitDock: do not show if dock empty
Jérémy Zurcher
1
-0
/
+2
2014-11-16
PlayerInfo: add blockEndOfTurn(boolean blocked)
Jérémy Zurcher
1
-0
/
+5
2014-11-16
EntryPoint: add public Orientation orientation
Jérémy Zurcher
1
-0
/
+1
2014-11-16
Map: add boolean enterBoard(Pawn pawn, Hex to, Orientation entry)
Jérémy Zurcher
1
-0
/
+5
2014-11-16
Ctrl: code reorder
Jérémy Zurcher
1
-14
/
+14
2014-11-15
Ctrl: replace toggleState(StateType, StateType) with reinforcementHit()
Jérémy Zurcher
2
-9
/
+7
2014-11-15
StateBreak,StateRotate: use Orientation fromAdj(Tile, Tile)
Jérémy Zurcher
2
-2
/
+2
2014-11-15
Orientation: addstatic Orientation fromAdj(Tile from, Tile to)
Jérémy Zurcher
1
-0
/
+5
2014-11-15
StateBreak: clean up
Jérémy Zurcher
1
-7
/
+6
2014-11-15
StateEngange: set animation count end state after
Jérémy Zurcher
1
-4
/
+3
2014-11-15
StateRotate: doRotation sets after animation state
Jérémy Zurcher
1
-5
/
+5
2014-11-15
StateRotation: doRotation return after animation state
Jérémy Zurcher
1
-10
/
+8
2014-11-15
Ctrl: add setAfterAnimationState(StateType)
Jérémy Zurcher
1
-7
/
+5
2014-11-15
Ctrl: actionDone() -> if next state is DONE burn down AP end check for end ↵
Jérémy Zurcher
1
-6
/
+8
of turn
2014-11-15
Ctrl: move setState(battle.getState(player)); into startPlayerTurn()
Jérémy Zurcher
1
-1
/
+1
2014-11-15
StateMove: coding style
Jérémy Zurcher
1
-3
/
+3
2014-11-15
Hud: add notifyEndOfTurn()
Jérémy Zurcher
1
-0
/
+7
2014-11-15
Unit: add setMoved() to mark it unconditionally
Jérémy Zurcher
1
-3
/
+8
2014-11-15
OkCancel: add boolean to hide cancel button
Jérémy Zurcher
1
-0
/
+6
2014-11-15
Hud,PlayerInfo: askEndTurn() -> askEndOfTurn()
Jérémy Zurcher
2
-2
/
+2
2014-11-15
Player: getAp() never returns a value > action points
Jérémy Zurcher
2
-1
/
+2
2014-11-14
Map: show/hideFinalPath() -> show/hidePath()
Jérémy Zurcher
3
-5
/
+5
2014-11-14
StateMove: abort return ANIMATION
Jérémy Zurcher
1
-1
/
+1
2014-11-14
Pawn,Board,Map,StateRotate: use regular move for rotation
Jérémy Zurcher
4
-46
/
+19
2014-11-14
Pawn: add boolean isRotation() {distance == 0}
Jérémy Zurcher
1
-0
/
+5
2014-11-14
PossiblePaths: support rotation has moves of distance 0 and cost 0
Jérémy Zurcher
1
-14
/
+17
2014-11-14
PossiblePaths: add boolean isSet()
Jérémy Zurcher
1
-0
/
+5
2014-11-14
Pawn: default mvt cost is 0
Jérémy Zurcher
1
-1
/
+1
2014-11-14
Pawn: protect against HQ activation move debug
Jérémy Zurcher
1
-1
/
+3
2014-11-14
Unit: revertLastMove: restore mpLeft = mp
Jérémy Zurcher
1
-0
/
+1
2014-11-14
Ctrl: when animations are over: default stateAfterAnimation to StateType.DONE
Jérémy Zurcher
1
-2
/
+5
2014-11-14
Ctrl: fix stateType management to ensure sequential changes
Jérémy Zurcher
1
-2
/
+4
2014-11-14
Naming attack -> engagement - move -> movement
Jérémy Zurcher
12
-82
/
+82
2014-11-14
btn-attack -> btn-engage
Jérémy Zurcher
1
-1
/
+1
2014-11-14
State ATTACK -> ENGAGE
Jérémy Zurcher
5
-16
/
+16
2014-11-14
States: code reoder
Jérémy Zurcher
8
-132
/
+132
2014-11-14
Ctrl: import and use State.StateType
Jérémy Zurcher
1
-16
/
+16
2014-11-14
Ctrl: change debug msgs
Jérémy Zurcher
1
-1
/
+1
2014-11-14
Ctrl: call hud.update() instead of hud.playerInfo.update(...)
Jérémy Zurcher
1
-3
/
+2
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