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2014-09-27go from orthogonal coordinates to skew coordinatesJérémy Zurcher2-74/+60
- X axis follows the north, tiles in the same row have the same Y - Y axis follows the south-west, tiles in that column have the same X this complicates the transormation from tiles coordinates into array offset, but eases movement computation and should be more than usefull for line of sight computaion
2014-09-27getPawnPosAt(...) uses Tile.getCenter()Jérémy Zurcher2-13/+8
2014-09-27Tiles have a center, GameFactory implements Board.TileBuilder to create ↵Jérémy Zurcher6-33/+31
Hex(cx,cy)
2014-09-27rework (Basic)Drawable into Drawable->MoveableJérémy Zurcher7-44/+108
2014-09-27overlays clear -> disableJérémy Zurcher4-8/+8
2014-09-27Map: change debugMap cycling orderJérémy Zurcher1-3/+3
2014-09-26SearchBoard: fix openToAttackFrom() use a queue add fix attackAngleJérémy Zurcher1-30/+52
2014-09-26Pawn: add Board.Orientation getOrientation()Jérémy Zurcher1-0/+5
2014-09-26Orientation: add int allBut(), oppositeSide() -> opposite()Jérémy Zurcher1-2/+8
2014-09-26set GameScreen.DEBUGJérémy Zurcher1-1/+3
2014-09-25HT have range + 1 if on hillJérémy Zurcher1-0/+1
2014-09-25Map: add openToAttackFrom() testJérémy Zurcher1-0/+2
2014-09-25Board: add openToAttackFrom()Jérémy Zurcher1-0/+15
2014-09-25SearchBoard: add openToAttackFrom() NOT COMPLETEJérémy Zurcher1-0/+90
2014-09-25add Board.Orientation.isInSides(int)Jérémy Zurcher1-0/+5
2014-09-25Tile, Hex: add hasTargetsFor(Pawn)Jérémy Zurcher2-1/+16
2014-09-25Pawn, Unit: add getAttackRangeFrom(Tile)Jérémy Zurcher2-0/+8
2014-09-25SearchBoard: clean upJérémy Zurcher1-19/+23
2014-09-25Pawn.getMvt -> Pawn.getMovementPointsJérémy Zurcher3-3/+3
2014-09-25Pawn, Unit: add int getAngleOfAttack()Jérémy Zurcher2-0/+7
2014-09-25HeadePawn: add protected Board.Orientation orientationJérémy Zurcher1-1/+4
2014-09-25Board.Orientation: getBackSides(), oppositeSide(), left(), right()Jérémy Zurcher1-3/+54
2014-09-25Pawn.roadMarch() -> Pawn.getRoadMarchBonus()Jérémy Zurcher3-3/+3
2014-09-25add Board.distance(int, int, int, int)Jérémy Zurcher1-0/+23
2014-09-25Unit extends HeadedPawnJérémy Zurcher2-20/+23
2014-09-25add engine/HeadedPawnJérémy Zurcher1-0/+65
2014-09-24gfx/Image is not abstractJérémy Zurcher1-1/+1
2014-09-24Pawn has overlays thatk's itJérémy Zurcher1-10/+7
2014-09-24draw(Batch batch, float parentAlpha) -> draw(batch)Jérémy Zurcher5-13/+13
2014-09-24translate params are dx, dyJérémy Zurcher3-7/+7
2014-09-24Pawn,Unit,Army: implement isEnemy(Pawn)Jérémy Zurcher3-1/+13
2014-09-24SearchBoard: update if roadMarch and (mvtLeft > bonus) overtake dst.mvtLeftJérémy Zurcher1-2/+4
2014-09-24Tile.roadMarchBonus() -> Pawn.roadMarch()Jérémy Zurcher4-8/+11
2014-09-24RIGHT click to show reachableJérémy Zurcher2-1/+15
2014-09-24Board: plugin SearchBoard, add reachableFrom(Pawn pawn, int col, int row)Jérémy Zurcher1-4/+32
2014-09-24add SearchBoardJérémy Zurcher1-0/+185
2014-09-24Board: remove useless movePawnTo(Pawn pawn, Vector3 coords)Jérémy Zurcher1-6/+0
2014-09-24Board: fix Orientation sides valuesJérémy Zurcher1-4/+4
2014-09-24Pawn and Unit: int getMvt()Jérémy Zurcher2-0/+5
2014-09-24Tile and Hex: atLeastOneMove(), roadMarchBonus(), road(), costFrom()Jérémy Zurcher2-9/+33
2014-09-23update debug to show offmap tilesJérémy Zurcher1-4/+4
2014-09-23add Hex.OFFMAPJérémy Zurcher4-12/+26
2014-09-23use Hex overlay constants in debugJérémy Zurcher1-7/+12
2014-09-23Hex: add overlay index constantsJérémy Zurcher1-0/+5
2014-09-23add mapDebug cycling terrainJérémy Zurcher1-0/+45
2014-09-23Board.cfg gos protectedJérémy Zurcher1-1/+1
2014-09-23board allocation goes into Board, hex setup goes into MapA extends MapJérémy Zurcher6-94/+115
2014-09-23implement clear overlays in Board/Tile/StackImageJérémy Zurcher3-0/+25
2014-09-23Tile#occupied: prevent null ref accessJérémy Zurcher1-0/+1
2014-09-23update GameScreenJérémy Zurcher1-5/+6