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RustAndDust
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Tactical ground combat simulation for android
Jérémy Zurcher
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2015-01-19
PossiblePaths: add boolean canExit(Orientation o)
Jérémy Zurcher
2
-5
/
+22
2015-01-19
Tile,Hex: add exitCost()
Jérémy Zurcher
2
-0
/
+7
2015-01-19
Hex: costFrom() use (Integer.MAX_VALUE/2) to avoid integer overflow
Jérémy Zurcher
1
-2
/
+2
2015-01-19
Board: strongly link getAdjTileAt() with getSide()
Jérémy Zurcher
1
-6
/
+6
2015-01-19
Board: findBestEntry must use opposite Orientation to compute costs and ↵
Jérémy Zurcher
1
-0
/
+1
roadmap on to
2015-01-19
Board: setAdjacentTiles() uses getAdjTileAt()
Jérémy Zurcher
1
-6
/
+6
2015-01-19
Map: add private process(Unit, Move)
Jérémy Zurcher
1
-17
/
+37
2015-01-18
StateDeployment: set selectedUnit to null at enter
Jérémy Zurcher
1
-0
/
+1
2015-01-18
Map: advertise States entry calls
Jérémy Zurcher
1
-1
/
+3
2015-01-18
PossiblePaths: add getExitMove()
Jérémy Zurcher
3
-9
/
+8
2015-01-18
Move: add static getEnter() and getSet()
Jérémy Zurcher
2
-19
/
+18
2015-01-18
Map: extract playMoveSound(Unit) out of startMove(Unit)
Jérémy Zurcher
1
-1
/
+6
2015-01-18
Map: exitBoard() does move the unit, add revertEnter(Unit)
Jérémy Zurcher
5
-16
/
+24
2015-01-18
Board: getSetPawnOntoAnimation() does nothing if destination Tile is OffMap
Jérémy Zurcher
1
-1
/
+3
2015-01-18
Map: leaveBoard -> exitBoard
Jérémy Zurcher
5
-5
/
+5
2015-01-18
StateSelect: improve debug message
Jérémy Zurcher
1
-1
/
+1
2015-01-18
PossiblePaths: add error message when getMove() cant find unique Path
Jérémy Zurcher
1
-1
/
+3
2015-01-18
Board: remove useless setPawnOnto(... , float)
Jérémy Zurcher
1
-7
/
+2
2015-01-18
remove Pawn.Movement class, use Move instead
Jérémy Zurcher
7
-109
/
+93
2015-01-18
add engine/Move extends Path
Jérémy Zurcher
2
-1
/
+144
2015-01-18
StateEscape: hide path and destination
Jérémy Zurcher
1
-0
/
+1
2015-01-18
State: done() -> execute()
Jérémy Zurcher
13
-15
/
+15
2015-01-18
Tile: add toString()
Jérémy Zurcher
1
-0
/
+5
2015-01-18
PossiblePaths: fix double dispose()
Jérémy Zurcher
1
-1
/
+0
2015-01-17
PossiblePaths: extract Vector3Iterator into self class PathIterator
Jérémy Zurcher
2
-67
/
+74
2015-01-16
PossiblePath: is Disposable
Jérémy Zurcher
2
-1
/
+9
2015-01-16
Path: Poolable extracted out of PossiblePaths
Jérémy Zurcher
2
-25
/
+61
2015-01-15
PossiblePaths: add inner class Path(cost, roadMarch, [tiles])
Jérémy Zurcher
1
-76
/
+80
2015-01-13
BattleTest: add an exitZone
Jérémy Zurcher
1
-10
/
+18
2015-01-13
StateCommon: move checkExit from StateCommon -> StateMove
Jérémy Zurcher
2
-16
/
+16
2015-01-13
Map: do not set possiblePaths.orientation, states take care of that
Jérémy Zurcher
4
-5
/
+5
2015-01-13
StateRotate: simplify
Jérémy Zurcher
1
-24
/
+14
2015-01-12
BattleTest: call setAce() before map.setOnBoard()
Jérémy Zurcher
1
-1
/
+7
2015-01-12
Ctrl: set player before calling battle.setup()
Jérémy Zurcher
1
-1
/
+1
2015-01-12
Board,Map: regroup possiblePaths manipulations in Map
Jérémy Zurcher
2
-1
/
+1
2015-01-08
PossiblePaths: getPath is public
Jérémy Zurcher
1
-1
/
+1
2015-01-08
PossiblePaths: improve printToErr()
Jérémy Zurcher
1
-3
/
+3
2015-01-08
PossiblePaths: fix getPath to return asked path not always the first
Jérémy Zurcher
1
-2
/
+2
2015-01-08
SearchBoard: getNode is protected
Jérémy Zurcher
1
-1
/
+1
2015-01-08
Board: getTileOffset() is protected
Jérémy Zurcher
1
-1
/
+1
2015-01-08
Board: each constructor must initialise sides[] array
Jérémy Zurcher
1
-3
/
+9
2015-01-08
Tile: no more default constructor: col and row must be provided
Jérémy Zurcher
1
-1
/
+3
2015-01-08
Tile: add toString()
Jérémy Zurcher
1
-0
/
+6
2015-01-07
Config: default is can not cancel
Jérémy Zurcher
1
-1
/
+1
2015-01-07
StateMove: on self select, clear all before switching to ROTATE state
Jérémy Zurcher
1
-0
/
+4
2015-01-07
StateMove: coding style
Jérémy Zurcher
1
-2
/
+2
2015-01-07
StateSelect: unselect hex after quick action check
Jérémy Zurcher
1
-3
/
+3
2015-01-06
UnitDock: do not deselect unit if touch out of it, this mess up dragging, ↵
Jérémy Zurcher
1
-1
/
+0
hiding deselect the unit
2015-01-06
GameScreen: dragged is not a boodear but a move count and a block threshold
Jérémy Zurcher
1
-5
/
+7
2015-01-06
StateSelect: unselect on touchUp before reselecting if appropriate
Jérémy Zurcher
1
-2
/
+3
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