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2015-01-19Map: add private process(Unit, Move)Jérémy Zurcher1-17/+37
2015-01-18StateDeployment: set selectedUnit to null at enterJérémy Zurcher1-0/+1
2015-01-18Map: advertise States entry callsJérémy Zurcher1-1/+3
2015-01-18PossiblePaths: add getExitMove()Jérémy Zurcher3-9/+8
2015-01-18Move: add static getEnter() and getSet()Jérémy Zurcher2-19/+18
2015-01-18Map: extract playMoveSound(Unit) out of startMove(Unit)Jérémy Zurcher1-1/+6
2015-01-18Map: exitBoard() does move the unit, add revertEnter(Unit)Jérémy Zurcher5-16/+24
2015-01-18Board: getSetPawnOntoAnimation() does nothing if destination Tile is OffMapJérémy Zurcher1-1/+3
2015-01-18Map: leaveBoard -> exitBoardJérémy Zurcher5-5/+5
2015-01-18StateSelect: improve debug messageJérémy Zurcher1-1/+1
2015-01-18PossiblePaths: add error message when getMove() cant find unique PathJérémy Zurcher1-1/+3
2015-01-18Board: remove useless setPawnOnto(... , float)Jérémy Zurcher1-7/+2
2015-01-18remove Pawn.Movement class, use Move insteadJérémy Zurcher7-109/+93
2015-01-18add engine/Move extends PathJérémy Zurcher2-1/+144
2015-01-18StateEscape: hide path and destinationJérémy Zurcher1-0/+1
2015-01-18State: done() -> execute()Jérémy Zurcher13-15/+15
2015-01-18Tile: add toString()Jérémy Zurcher1-0/+5
2015-01-18PossiblePaths: fix double dispose()Jérémy Zurcher1-1/+0
2015-01-17PossiblePaths: extract Vector3Iterator into self class PathIteratorJérémy Zurcher2-67/+74
2015-01-16PossiblePath: is DisposableJérémy Zurcher2-1/+9
2015-01-16Path: Poolable extracted out of PossiblePathsJérémy Zurcher2-25/+61
2015-01-15PossiblePaths: add inner class Path(cost, roadMarch, [tiles])Jérémy Zurcher1-76/+80
2015-01-13BattleTest: add an exitZoneJérémy Zurcher1-10/+18
2015-01-13StateCommon: move checkExit from StateCommon -> StateMoveJérémy Zurcher2-16/+16
2015-01-13Map: do not set possiblePaths.orientation, states take care of thatJérémy Zurcher4-5/+5
2015-01-13StateRotate: simplifyJérémy Zurcher1-24/+14
2015-01-12BattleTest: call setAce() before map.setOnBoard()Jérémy Zurcher1-1/+7
2015-01-12Ctrl: set player before calling battle.setup()Jérémy Zurcher1-1/+1
2015-01-12Board,Map: regroup possiblePaths manipulations in MapJérémy Zurcher2-1/+1
2015-01-08PossiblePaths: getPath is publicJérémy Zurcher1-1/+1
2015-01-08PossiblePaths: improve printToErr()Jérémy Zurcher1-3/+3
2015-01-08PossiblePaths: fix getPath to return asked path not always the firstJérémy Zurcher1-2/+2
2015-01-08SearchBoard: getNode is protectedJérémy Zurcher1-1/+1
2015-01-08Board: getTileOffset() is protectedJérémy Zurcher1-1/+1
2015-01-08Board: each constructor must initialise sides[] arrayJérémy Zurcher1-3/+9
2015-01-08Tile: no more default constructor: col and row must be providedJérémy Zurcher1-1/+3
2015-01-08Tile: add toString()Jérémy Zurcher1-0/+6
2015-01-07Config: default is can not cancelJérémy Zurcher1-1/+1
2015-01-07StateMove: on self select, clear all before switching to ROTATE stateJérémy Zurcher1-0/+4
2015-01-07StateMove: coding styleJérémy Zurcher1-2/+2
2015-01-07StateSelect: unselect hex after quick action checkJérémy Zurcher1-3/+3
2015-01-06UnitDock: do not deselect unit if touch out of it, this mess up dragging, hid...Jérémy Zurcher1-1/+0
2015-01-06GameScreen: dragged is not a boodear but a move count and a block thresholdJérémy Zurcher1-5/+7
2015-01-06StateSelect: unselect on touchUp before reselecting if appropriateJérémy Zurcher1-2/+3
2015-01-06GameScreen: do not send touchUp at the end of draggingJérémy Zurcher1-0/+7
2015-01-06GameCamera: adapt viewport and window width on zoomJérémy Zurcher2-9/+15
2015-01-06GameCamera: compute viewportAspect at object constructionJérémy Zurcher1-1/+2
2015-01-06Map,StatePromote: use ctrl.mapTouch as promote animation start pointJérémy Zurcher2-9/+3
2015-01-06GameScreen,Ctrl: mapTouch,hudTouch leave GameScreen for CtrlJérémy Zurcher2-15/+17
2015-01-05GameCamera: imporve debugJérémy Zurcher1-2/+3