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Tactical ground combat simulation for android
Jérémy Zurcher
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2014-10-13
SearchBoard: add canAttack(Pawn, int, int, int, int)
Jérémy Zurcher
1
-0
/
+10
2014-10-12
StateAnimation: hide hud
Jérémy Zurcher
1
-0
/
+1
2014-10-12
extract Ctrl.Config -> Config
Jérémy Zurcher
2
-21
/
+21
2014-10-12
add chosen direction overlay when must check
Jérémy Zurcher
3
-1
/
+9
2014-10-12
StackedImage,Tile,Map: enable rotation on a specific overlay
Jérémy Zurcher
3
-0
/
+22
2014-10-12
GameState* -> State
Jérémy Zurcher
8
-55
/
+56
2014-10-12
rename GameFactory -> Factory
Jérémy Zurcher
5
-8
/
+8
2014-10-12
rename GameCtrl -> Ctrl
Jérémy Zurcher
9
-17
/
+17
2014-10-12
add a few debug System.err
Jérémy Zurcher
4
-1
/
+6
2014-10-12
GameState: fixes cleanup rewrite
Jérémy Zurcher
8
-74
/
+94
2014-10-12
GameFactoy,GameCtrl,Hud: plugin in Player
Jérémy Zurcher
3
-32
/
+62
2014-10-12
add game/Player
Jérémy Zurcher
1
-0
/
+112
2014-10-12
Unit: add isEnemy(Army)
Jérémy Zurcher
1
-0
/
+5
2014-10-12
Unit: reorder constructors
Jérémy Zurcher
1
-28
/
+30
2014-10-12
Board: setPawnAt returns pawn
Jérémy Zurcher
1
-1
/
+2
2014-10-12
Button: do not hit if ON
Jérémy Zurcher
1
-1
/
+1
2014-10-11
HeadedPawn: add toString()
Jérémy Zurcher
1
-0
/
+6
2014-10-11
Pawn: add toString()
Jérémy Zurcher
1
-2
/
+10
2014-10-11
Map: revertMoves() call activatedPawns.clear()
Jérémy Zurcher
1
-0
/
+1
2014-10-11
Map: clearPossibleTargetsMovesAssists() -> clearAll() and does it
Jérémy Zurcher
1
-7
/
+7
2014-10-11
GameState: hex,pawn -> selectedHex,selectedPawn
Jérémy Zurcher
4
-30
/
+31
2014-10-10
GameState: implement quick move from GameStateSelect
Jérémy Zurcher
2
-1
/
+17
2014-10-10
enable rotate from GameStateSelect
Jérémy Zurcher
1
-1
/
+1
2014-10-10
GameState: rename enter(boolean flag) to be more excplicite, fix ↵
Jérémy Zurcher
5
-7
/
+12
Rotate.enter(hasFinalMove)
2014-10-10
rework GameState
Jérémy Zurcher
6
-56
/
+181
2014-10-10
GameCtrl.Config: add showEnemyPossibilities
Jérémy Zurcher
1
-1
/
+3
2014-10-10
get rid of GameStateDirection
Jérémy Zurcher
3
-53
/
+0
2014-10-10
GameState: add done(), enter(boolean reset) -> enter(boolean normal)
Jérémy Zurcher
2
-3
/
+10
2014-10-10
GameCtrl: add animationCount and setAnnimationCount(int)
Jérémy Zurcher
1
-3
/
+13
2014-10-10
Hud: extract hud/Button, Button instances go public
Jérémy Zurcher
2
-103
/
+108
2014-10-10
Hud: buttons rely on visible for hit, implement checkBtn
Jérémy Zurcher
1
-13
/
+12
2014-10-10
Hud: add setRotateOff()
Jérémy Zurcher
1
-2
/
+7
2014-10-10
Map: add ArrayList activablePawns and activatedPawns , ↵
Jérémy Zurcher
1
-9
/
+58
buildAndShowMovesAndAssits(Pawn, GridPoint2) and rotatePawn(...)
2014-10-10
Map: showFinalPath don't take care of Direction
Jérémy Zurcher
1
-1
/
+0
2014-10-10
Unit: implement attack(Pawn), revertLastMove() rotate(Orientation)
Jérémy Zurcher
1
-6
/
+17
2014-10-10
Board: pawns that cannot move cannot assist moves
Jérémy Zurcher
1
-1
/
+2
2014-10-10
Pawn: cleanup animations, must set prevPosition when rotate, no need to set ↵
Jérémy Zurcher
1
-23
/
+11
finalPos on move
2014-10-10
Board: code reordering
Jérémy Zurcher
1
-12
/
+12
2014-10-10
Map: update rotate and move according to the previous modifications
Jérémy Zurcher
1
-3
/
+13
2014-10-10
Board: add revertLastPawnMove(), call pawn .move(int) .rotate(Orientation) ↵
Jérémy Zurcher
1
-1
/
+19
.revertLastMove()
2014-10-10
Pawn: add prevPosition, revertPosition(), getRevertLastMoveAnimation()
Jérémy Zurcher
1
-0
/
+29
2014-10-10
Pawn: cleanup
Jérémy Zurcher
1
-8
/
+8
2014-10-10
Pawn: add abstract move(int), rotate(Orientation), attack(Pawn), reset(), ↵
Jérémy Zurcher
1
-2
/
+11
revertLastMove()
2014-10-10
HeadedPawn: setRotation() must set z coordinate of position
Jérémy Zurcher
1
-0
/
+1
2014-10-09
GameState,GameCtrl: add nextState var => void enter(boolean reset)
Jérémy Zurcher
8
-11
/
+36
2014-10-09
GameConfig: add and use canCancel, mustValidate
Jérémy Zurcher
3
-2
/
+6
2014-10-09
coding style
Jérémy Zurcher
1
-0
/
+1
2014-10-09
Map: use getPathCost(Pawn, int), pawn.move(int) ,pawn.rotate()
Jérémy Zurcher
1
-0
/
+3
2014-10-09
SearchBoard,Board: implement pathCost(Pawn, List<Node>)
Jérémy Zurcher
2
-0
/
+30
2014-10-09
GameState: use canAttack, canRotate, canMove and simplify
Jérémy Zurcher
2
-9
/
+16
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