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RustAndDust
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Tactical ground combat simulation for android
Jérémy Zurcher
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2014-11-21
add TODO
Jérémy Zurcher
1
-0
/
+1
2014-11-21
Map,Board,Pawn: plug in objectives management
Jérémy Zurcher
3
-6
/
+12
2014-11-21
BattleCommon,Map: the former passes the objectives management to the second
Jérémy Zurcher
6
-57
/
+33
2014-11-21
add game.ObjectiveSet implements MoveToAnimationCb
Jérémy Zurcher
1
-0
/
+90
2014-11-21
add game.Objective
Jérémy Zurcher
1
-0
/
+48
2014-11-21
Unit: add getArmy
Jérémy Zurcher
1
-0
/
+5
2014-11-21
Moveable: add Faction getFaction() to interface, Pawn implements it
Jérémy Zurcher
2
-0
/
+9
2014-11-21
Hex.OBJECTIVE_GE and Hex.OBJECTIVE_US
Jérémy Zurcher
2
-4
/
+32
2014-11-21
Ctrl notify Map with actionDone()
Jérémy Zurcher
2
-0
/
+5
2014-11-21
StateMove,StateRotate: fix entry move abortion
Jérémy Zurcher
2
-6
/
+7
2014-11-21
MoveToAnimation: callbacks float x y are center position
Jérémy Zurcher
1
-3
/
+5
2014-11-21
Pawn: Vector2 getCenter() -> float getCenterX() and float getCenterY()
Jérémy Zurcher
2
-6
/
+9
2014-11-21
Army: reorder code
Jérémy Zurcher
1
-4
/
+4
2014-11-21
Army: add NONE
Jérémy Zurcher
1
-0
/
+1
2014-11-21
MoveToAnimation: add callback for leave/enter hex end done
Jérémy Zurcher
1
-0
/
+28
2014-11-21
remove useless (Unit) casts
Jérémy Zurcher
2
-2
/
+2
2014-11-20
game.UnitSet is dead : welcome UnitList
Jérémy Zurcher
7
-72
/
+61
2014-11-20
engine.PawnSet is dead : welcome UnitSet
Jérémy Zurcher
16
-132
/
+125
2014-11-20
HexSet: hexAsTiles() -> asTiles()
Jérémy Zurcher
2
-3
/
+3
2014-11-20
engine.TileSet/Zone are dead: welcome game.HexSet/Zone
Jérémy Zurcher
20
-110
/
+97
2014-11-20
Map: replace Pawn with Unit
Jérémy Zurcher
1
-50
/
+50
2014-11-19
BattleNightAction: is night action
Jérémy Zurcher
1
-0
/
+3
2014-11-19
Map: add defense bonus if night fight
Jérémy Zurcher
1
-2
/
+20
2014-11-19
Map: add map.meteorology
Jérémy Zurcher
1
-0
/
+5
2014-11-19
add engine/Meteorology
Jérémy Zurcher
1
-0
/
+24
2014-11-19
add battles/BattleNightAction: without night effect
Jérémy Zurcher
2
-0
/
+159
2014-11-19
Battles: add comment for deployment, reinforcement and objectives
Jérémy Zurcher
5
-1
/
+19
2014-11-19
Battle: implement default getReinforcement(Ctrl, Map) return false
Jérémy Zurcher
4
-18
/
+8
2014-11-19
BattleStabToFlank: oops there is no WESPE here
Jérémy Zurcher
1
-1
/
+0
2014-11-19
adapt Battles to fix to Player and Ctrl
Jérémy Zurcher
7
-116
/
+79
2014-11-19
PlayerInfo,Statistics: adapt to new Player turn API
Jérémy Zurcher
2
-2
/
+2
2014-11-19
Hud: differenciate END_TURN end ABORT_TURN
Jérémy Zurcher
1
-2
/
+7
2014-11-19
Ctrl: do not simply switch players on turn end but ask for the next one
Jérémy Zurcher
1
-24
/
+15
2014-11-19
Player: turn is turnDone, inc at turnEnd() if deployment done
Jérémy Zurcher
1
-13
/
+16
2014-11-19
add battles/BattleStabToTheFlank
Jérémy Zurcher
2
-0
/
+173
2014-11-19
Battles: cleanup
Jérémy Zurcher
4
-54
/
+48
2014-11-19
PlayerInfo: use Sprite instead of Image
Jérémy Zurcher
1
-10
/
+7
2014-11-19
StatePromote: use Player.promote(), set activatedPawns, unselect on leave
Jérémy Zurcher
1
-7
/
+6
2014-11-19
Player: promote does all the job, returns boolean
Jérémy Zurcher
1
-7
/
+6
2014-11-19
Unit: add private updateDescr()
Jérémy Zurcher
1
-2
/
+13
2014-11-19
splite head into us-head and ge-head
Jérémy Zurcher
1
-14
/
+14
2014-11-19
Unit: add HQ = 5 overlay
Jérémy Zurcher
1
-6
/
+14
2014-11-18
Map: leaveBoard does not reset Pawn but add it to activatedPawns
Jérémy Zurcher
1
-1
/
+1
2014-11-18
BattleCounterAttack: set geExit.orientation = Orientation.NORTH
Jérémy Zurcher
1
-1
/
+1
2014-11-18
StateMove: goto StateEscape when possible to escape
Jérémy Zurcher
1
-3
/
+15
2014-11-18
StateCommon: add checkExit(Unit, Hex)
Jérémy Zurcher
1
-0
/
+16
2014-11-18
add StateEscape and Hud.askExitBoard()
Jérémy Zurcher
4
-0
/
+94
2014-11-18
PossiblePaths: add setExit(Orientation exit)
Jérémy Zurcher
1
-0
/
+8
2014-11-18
Board: pushPawnOnto(..) does nothing if tile is OFFMAP
Jérémy Zurcher
1
-1
/
+2
2014-11-18
Hud: factorize closeDialog()
Jérémy Zurcher
1
-4
/
+4
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