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2014-10-05GameCtrl: has a Map, Hud and GameFactoryJérémy Zurcher1-3/+27
2014-10-05clean up GameStateJérémy Zurcher6-32/+32
2014-10-05Hud: setup basic cmd panelJérémy Zurcher1-13/+141
2014-10-05GameStatePath: remove old commentJérémy Zurcher1-2/+0
2014-10-05GameStateNone: hide possible targets on switch to PATHJérémy Zurcher1-0/+1
2014-10-05Unit: implement boolean canAttack(Pawn other)Jérémy Zurcher1-0/+6
2014-10-05Hex: remove boolean hasTargetsFor(Pawn pawn)Jérémy Zurcher1-13/+0
2014-10-04regroup all images in 1 atlas data/assets.*Jérémy Zurcher2-3/+3
2014-10-04pawn setup goes from GameScreen to GameFactory.fakeSetup(Map)Jérémy Zurcher2-33/+27
2014-10-04Board: use pawn.setPosition(..) instead of pawn.pushMove(..)Jérémy Zurcher1-1/+1
2014-10-04Board: improve disposes()Jérémy Zurcher1-6/+16
2014-10-04Board: remove dead codeJérémy Zurcher1-51/+0
2014-10-04StackedImages: implements DisposableJérémy Zurcher1-1/+8
2014-10-04HeadedPawn: override getOrientation() setPosition(f,f[,f]), setRotation(f)Jérémy Zurcher1-1/+19
2014-10-04Pawn: implements Disposable, cleanupJérémy Zurcher1-82/+53
- add +Vector3 position - add getPosition() - add getRotation() - add setRotation(float); - removes moves stack for now
2014-10-04Tile: implements DisposableJérémy Zurcher1-1/+10
2014-10-04Tile: cleanup, add boolean hasTargetsFor(Pawn pawn)Jérémy Zurcher2-10/+26
2014-10-04Orientation: fix fromMove(...)Jérémy Zurcher1-2/+2
2014-10-04fix according to new assetsJérémy Zurcher7-63/+44
2014-10-04SearchBoard: on filtering if one path matches and has the exact size, chose itJérémy Zurcher1-2/+8
2014-10-04SearchBoard: if distance between from and to is 1, chose this single moveJérémy Zurcher1-2/+9
2014-10-04SearchBoard: fix possibleMovesJérémy Zurcher1-2/+6
- on node update push it onto the stack and add it to the moves if not already in - if not enough moves to reach, set remaing to -1 not MAX_VALUE
2014-10-03images updateJérémy Zurcher1-2/+2
2014-10-03MoveToAnimation: fix rotationJérémy Zurcher2-7/+12
2014-10-03GameStateDirection: do not select after moveJérémy Zurcher1-3/+1
2014-10-03Board: fix path, rotate on place then moveJérémy Zurcher1-13/+24
2014-10-03Board: use getHexAt(pawn.getCenter()) to avoid wrong hex if image is bigJérémy Zurcher1-7/+11
2014-10-03Pawn: add Vector2 getCenter()Jérémy Zurcher1-0/+7
2014-10-03Board: use pawn.getPosAt(center, pos)Jérémy Zurcher1-8/+2
2014-10-03Pawn: is no more an imageJérémy Zurcher2-28/+47
2014-10-03remove gfx/MoveableJérémy Zurcher3-27/+3
2014-10-03Pawn: slow dawn pawn move animationJérémy Zurcher1-1/+1
2014-10-03try new sherman pngJérémy Zurcher1-1/+1
2014-10-03GameSates*: cleanupJérémy Zurcher3-21/+25
2014-10-03Map: clearPossibles() -> hidePaths() && resetPaths()Jérémy Zurcher1-4/+8
2014-10-03Board: comment out unused methodsJérémy Zurcher1-44/+44
2014-10-03Map: enableFinalPath(..) ROSE must follow ordersJérémy Zurcher1-1/+1
2014-10-03remove debug outputJérémy Zurcher3-3/+30
2014-10-03Map: add movePawn(Pawn pawn, Orientation o)Jérémy Zurcher1-1/+12
2014-10-03Board: getFinalPath(...) returns an array of Vector3, add movePawn(...)Jérémy Zurcher1-14/+52
2014-10-03getPawnPosAt(...) has a third intout argumentJérémy Zurcher1-4/+8
2014-10-03Pawn: add AnimationSequence getMoveAnimation(Vector<Vector3> path)Jérémy Zurcher1-0/+21
2014-10-03Pawn: rename path -> movesJérémy Zurcher1-13/+14
2014-10-03GameState: remove drag(float dx, float dy) and clean upJérémy Zurcher6-56/+2
2014-10-03GameStatePath: fix ROSE positionJérémy Zurcher1-1/+1
2014-10-03Board: API goes GridPoint2Jérémy Zurcher3-70/+51
2014-10-03Board: use Orientation.fromMove(...)Jérémy Zurcher1-19/+2
2014-10-03Orientation: add Orientation fromMove(int col0, int row0, int col1, int row1)Jérémy Zurcher1-0/+18
2014-10-03Orientation: remove useless importJérémy Zurcher1-26/+0
2014-10-03Board.Orientation -> OrientationJérémy Zurcher10-123/+154