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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
2014-09-23GameFactory is no more staticJérémy Zurcher1-12/+14
2014-09-22add unitAtlasJérémy Zurcher3-19/+24
2014-09-22Pawn mignt have overlaysJérémy Zurcher2-1/+51
2014-09-22move translate from Drawable to BasicDrawableJérémy Zurcher4-2/+19
2014-09-22comment debug messagesJérémy Zurcher2-11/+11
2014-09-22correctly manage dragged Pawn and pawnsToDrawJérémy Zurcher2-2/+17
2014-09-22Board: remove fields cols and rowsJérémy Zurcher1-5/+1
2014-09-22Board: cell -> tileJérémy Zurcher1-8/+8
2014-09-22GameFactory: add Map_A terrain and roads infoJérémy Zurcher1-4/+67
2014-09-22remove left most column(turn counter) from the mapJérémy Zurhcer2-17/+17
2014-09-22coding styleJérémy Zurhcer1-4/+4
2014-09-22Pawn.Orientation + Tile.Side -> Board.OrientationJérémy Zurcher5-38/+32
2014-09-21GameScreen: dispose ShapeRenderer and SpriteBatchJérémy Zurcher1-4/+8
2014-09-21Board: add drawing stats to drawDebug(...)Jérémy Zurcher1-0/+30
2014-09-21add Map.enableOverlayOn(...)Jérémy Zurcher2-1/+16
2014-09-21update Map,Hex,Unit extends Board,Tile,Pawn fix GameScreenJérémy Zurcher5-17/+54
2014-09-21MapNode->Board TileOverlays->Tile PawnImage->PawnJérémy Zurcher6-288/+163
2014-09-21update GameScreen to match latest changesJérémy Zurcher1-61/+55
2014-09-21Map: add touch and drag support for testsJérémy Zurcher2-0/+33
2014-09-21fix Hex and GameFactory to follow TileOverlaysJérémy Zurcher3-33/+23
2014-09-21MapNode: fix tilesToDraw managementJérémy Zurcher1-1/+2
2014-09-21Node is deadJérémy Zurcher2-9/+5
2014-09-21Layer is deadJérémy Zurcher1-127/+0
2014-09-21coding styleJérémy Zurcher1-1/+1
2014-09-21rename StackedSpriteNode -> StackedImagesJérémy Zurcher2-5/+5
2014-09-21Map and MapNode updateJérémy Zurcher2-23/+112
has: - a list of Tiles to draw, which draw the top Pawn if some - a list of animated Pawns to draw - a list of current animations - a list of animations to be knows how to: - draw itself, then the Tiles then the Pawns from the above lists - draw in debug mode - apply translation transformation of position is not 0,0 - animate Pawns and manage the above lists