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2014-10-28Unit: add overlays methods showMoveable(), showAttack(), showTarget()Jérémy Zurcher1-1/+18
2014-10-28Unit: add getHex()Jérémy Zurcher1-0/+5
2014-10-28TileSet,Hex: do not crash callint iterator().next() when emptyJérémy Zurcher2-0/+2
2014-10-28Tile: create stack at Tile constructionJérémy Zurcher1-4/+2
2014-10-28Tile: getIterator() -> iterator(), getTopPawn() goes privateJérémy Zurcher4-13/+19
2014-10-28Map: add 'Hex getHexAt(float x, float y)'Jérémy Zurcher2-4/+7
2014-10-28States: do not use Pawn but UnitJérémy Zurcher6-61/+61
2014-10-28Player: Pawn promote(Pawn pawn) -> Unit promote(Unit unit)Jérémy Zurcher1-5/+5
2014-10-28Hex: add Unit getUnit()Jérémy Zurcher1-0/+6
2014-10-28use 4 atlases, set Unit overlaysJérémy Zurcher6-36/+51
2014-10-28Board: add Board.HexList and Board.HexSetJérémy Zurcher2-16/+24
2014-10-28add TileSet extends LinkedHashSet<Tile> implements Board.TileCollectionJérémy Zurcher1-0/+57
2014-10-28Add interface Board.TileCollection extends Collection<Tile>Jérémy Zurcher4-29/+40
2014-10-28TileList: use Collection interfaceJérémy Zurcher1-13/+2
2014-10-28SearchBoard: moves is a SetJérémy Zurcher3-8/+23
2014-10-28Map,StateCommon: hidePossibleTargetsMovesAssists() goes from Map to StateCommonJérémy Zurcher3-10/+10
2014-10-28Map: replace show...() with direct call to hide() and show()Jérémy Zurcher5-44/+24
2014-10-28TileList: extends ArrayList<Tile>, has a default overlay index, has methods ↵Jérémy Zurcher3-40/+21
hide()/show()
2014-10-28Map: replace isIn...() with direct callsJérémy Zurcher4-32/+7
2014-10-28Map: replace ...Count() with direct callsJérémy Zurcher4-23/+8
2014-10-28Map: HexList are now public, replace clear...() with direct callsJérémy Zurcher3-30/+10
2014-10-28BattleFake: map.getHexSafe is dead ...Jérémy Zurcher1-17/+17
2014-10-28States: use Hex instead of GridPoint2Jérémy Zurcher6-86/+75
2014-10-28Map: do not use Vector2,Vector3,GridPoint2 but HexJérémy Zurcher1-78/+62
2014-10-28Board: swallows ArrayList<Vector3> finalPathJérémy Zurcher1-2/+8
2014-10-27Board: do not use GridPoint2, use Pawn, Tile and pawn.getTile()Jérémy Zurcher2-112/+44
2014-10-26Board,Map: possiblePaths is a TileList tooJérémy Zurcher2-26/+19
2014-10-23Map,Board: use TileList and HexList for moves and attacksJérémy Zurcher2-98/+52
2014-10-23Map,BattleFake,StateCommon: match map APIJérémy Zurcher3-23/+22
2014-10-23add TileList and HexListJérémy Zurcher2-0/+81
2014-10-22Pawn: has a ref to current and prev TileJérémy Zurcher2-31/+40
2014-10-22Pawn: revertPosition() calls setPosition()Jérémy Zurcher1-1/+1
2014-10-22Board: addAnimation(Animation) -> protectedJérémy Zurcher1-1/+1
2014-10-22Pawn: add setOnTile(Tile, Orientation)Jérémy Zurcher2-2/+8
2014-10-22Board: remove getPawnPosAt(...)Jérémy Zurcher1-6/+1
2014-10-22Board: remove getTile(GridPoint2) and getTileSafe(GirdPoint2)Jérémy Zurcher1-20/+10
2014-10-22Bawn,Board: simplify getPawnPosAt(...)Jérémy Zurcher2-8/+6
2014-10-22Board: neigbours is no more GridPoint2[] but Tile[]Jérémy Zurcher2-26/+13
2014-10-22code reorderJérémy Zurcher1-15/+15
2014-10-22Tile: replace Vector2 center with int col, row; float x, y;Jérémy Zurcher7-24/+31
2014-10-21StateAttack: on abort clear activated pawns to not burn down an APJérémy Zurcher1-0/+1
2014-10-21Map: add clearActivablePawns() and clearActivatedPawns()Jérémy Zurcher1-0/+10
2014-10-21StateRotate: cantel does not revert all moves, a move done is doneJérémy Zurcher1-7/+7
2014-10-201 at-gun attack 1 hard-target -> no consumed APJérémy Zurcher1-4/+5
2014-10-20Map: reorderJérémy Zurcher1-10/+10
2014-10-20Paw,Unit: add boolean isA(PawnType type)Jérémy Zurcher2-8/+19
2014-10-20Unit: canAttack(Pawn other) calls canAttack()Jérémy Zurcher1-1/+1
2014-10-20Pawn,Unit: add boolean isHardTarget() this fixes canMove/Rotate/AttackJérémy Zurcher2-3/+10
2014-10-18StateAttack: clear the target hexJérémy Zurcher1-0/+1
2014-10-18Map: do not clear activable and activated pawn here, states needs themJérémy Zurcher1-2/+0