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Tactical ground combat simulation for android
Jérémy Zurcher
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2014-11-05
Board: simply getSetPawnOntoAnimation(...) thanks to Pawn.Move
Jérémy Zurcher
1
-4
/
+4
2014-11-05
Board: call pawn.move.setRotation(...) in rotatePawn(...)
Jérémy Zurcher
1
-0
/
+1
2014-11-05
PossiblePaths: implements applyToPawn that feed Pawn.Move and is called from ↵
Jérémy Zurcher
2
-0
/
+13
Board.movePawn(...)
2014-11-05
add Pawn.Move
Jérémy Zurcher
1
-0
/
+41
2014-11-05
Pawn.Attack: .reset() and .toString()
Jérémy Zurcher
2
-2
/
+20
2014-11-05
PosisblePaths: fix cost computation
Jérémy Zurcher
1
-6
/
+6
2014-11-05
PossiblePaths: fix findAllPaths(...) roadMarch overriding when trying adjacents
Jérémy Zurcher
1
-4
/
+4
2014-11-05
StateMove: do not call possiblePaths.clear() when leaving, might be needed ↵
Jérémy Zurcher
1
-1
/
+1
in next State
2014-11-05
Battle: add TileSet getEntryPoint(Unit) Orientation getEntryOrientation(Player)
Jérémy Zurcher
3
-0
/
+22
2014-11-05
Board: findBestEntry(...) returns Orientation, not Tile
Jérémy Zurcher
1
-5
/
+5
2014-11-05
Unit: indent
Jérémy Zurcher
1
-4
/
+4
2014-11-05
Pawn,Unit: add enter(int cost)
Jérémy Zurcher
2
-1
/
+14
2014-11-05
PossiblePaths: first call init(Pawn, Tile from) then build(Tile to)
Jérémy Zurcher
4
-20
/
+15
2014-11-05
PossiblePaths: support int init(Pawn pawn, Tile from, Tile to)
Jérémy Zurcher
1
-6
/
+12
2014-11-05
StatePromote: Unit p -> Unit unit
Jérémy Zurcher
1
-4
/
+4
2014-11-05
game/States: remove useless import statements
Jérémy Zurcher
8
-10
/
+0
2014-11-05
Board: add Tile getAdjTileAt(Tile, Orientation) and Tile findBestEntry(Pawn, ↵
Jérémy Zurcher
1
-0
/
+63
Tile, Orientation)
2014-11-05
Tile,Hex: int costFrom(Pawn, Orientation, boolean) -> int costFrom(Pawn, ↵
Jérémy Zurcher
4
-14
/
+12
Orientation)
2014-11-04
Hud: no not set the button on after calling set statevim ↵
Jérémy Zurcher
1
-5
/
+2
core/src/ch/asynk/tankontank/game/Hud.java
2014-11-04
UnitDock: code reorder
Jérémy Zurcher
1
-18
/
+18
2014-11-04
Hud: remove empty line
Jérémy Zurcher
1
-1
/
+0
2014-11-04
Hurd: improve image touch scheme
Jérémy Zurcher
1
-12
/
+13
2014-11-04
UnitDock: add selected pawn Image
Jérémy Zurcher
2
-4
/
+16
2014-11-04
UnitDock: do not hit when not visible
Jérémy Zurcher
1
-1
/
+1
2014-11-04
Ctrl: keep track of current StateType, notify Hud on change
Jérémy Zurcher
2
-1
/
+9
2014-11-04
Button: add public blocked
Jérémy Zurcher
1
-1
/
+3
2014-11-04
Image: add public blocked
Jérémy Zurcher
1
-2
/
+5
2014-11-04
Hud: import State.StateType
Jérémy Zurcher
1
-4
/
+5
2014-11-04
Hud: fix touchUp button, do not set it On before checking for hit
Jérémy Zurcher
1
-3
/
+5
2014-11-04
Hud: cleanup touchDow/Up logic
Jérémy Zurcher
1
-47
/
+47
2014-11-04
engine/Player: reinforcement is public -> no need of reinforcementCount()
Jérémy Zurcher
2
-6
/
+1
2014-11-04
Hud: reinforcement+reinforcementText -> TextImage reinforcement
Jérémy Zurcher
1
-15
/
+7
2014-11-04
UnitDock: track the last selected Pawn in public Pawn selectedPawn;
Jérémy Zurcher
1
-1
/
+9
2014-11-04
UnitDock: PADDING = 10f
Jérémy Zurcher
1
-1
/
+1
2014-11-04
hud...: replace contains(float, float) with hit(float, float)
Jérémy Zurcher
4
-10
/
+10
2014-11-04
add game/hud/TextButton
Jérémy Zurcher
1
-0
/
+47
2014-11-04
Hud: use TextImage for turns and aps
Jérémy Zurcher
1
-16
/
+7
2014-11-04
add game/hud/TextImage
Jérémy Zurcher
1
-0
/
+49
2014-11-04
Button: add void draw(Batch batch)
Jérémy Zurcher
2
-6
/
+13
2014-11-03
UnitDock: optimize transformation matrix computation and use scaled ↵
Jérémy Zurcher
1
-12
/
+28
rectangle for hit detection
2014-11-03
UnitDock: use List<Pawn> instead of Iterator<Pawn>
Jérémy Zurcher
1
-14
/
+10
2014-11-03
engine/Player: replace reinforcementIterator() with List<Pawn> ↵
Jérémy Zurcher
1
-10
/
+6
getReinforcement()
2014-11-03
Hud: add unitDock
Jérémy Zurcher
1
-1
/
+12
2014-11-03
add game/hud/UnitDock
Jérémy Zurcher
1
-0
/
+135
2014-11-03
Hud: use turns click instead of flag click to end turn
Jérémy Zurcher
1
-3
/
+4
2014-11-03
Pawn: do not use image.getXxxx()
Jérémy Zurcher
1
-6
/
+6
2014-11-03
BattleHeadToHead: add entry points and associate units to them
Jérémy Zurcher
1
-17
/
+42
2014-11-03
BattleCommon: add entryPoints=ArrayList<TileSet>, and ↵
Jérémy Zurcher
1
-0
/
+20
pawnEntry=HashMap<Unit, TileSet>
2014-11-02
BattleFake -> BattleHeadToHead
Jérémy Zurcher
2
-4
/
+4
2014-11-02
GameScreen: ZOOM_IN_MAX = 0.3f;
Jérémy Zurcher
1
-1
/
+1
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