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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
2014-10-18Ctrl: map must be created before statesJérémy Zurcher1-5/+5
2014-10-18add Battle battles/BattleCommon battles/BattleFakeJérémy Zurcher5-7/+149
2014-10-18Player: add isEnemy(Faction)Jérémy Zurcher1-0/+5
2014-10-18move Factory, MapA, MapB into game/battlesJérémy Zurcher4-46/+13
2014-10-17GameScreen: disable blocked and input delay for nowJérémy Zurcher1-15/+15
2014-10-17Ctrl: use Player player,opponent and swap them on turn endJérémy Zurcher6-38/+29
2014-10-17Player: -> engine/Player and game/PlayerJérémy Zurcher2-42/+76
2014-10-17Army: engine/Army -> interface engine/Faction + enum game/Army implements ↵Jérémy Zurcher9-34/+43
Faction
2014-10-17Playre: fix setTopLeft()Jérémy Zurcher2-4/+4
2014-10-17Army: goes from game to engineJérémy Zurcher7-25/+30
2014-10-17GameScreen: be sure that touchUp will never be triggered if touchDown is blockedJérémy Zurcher1-2/+8
2014-10-17Player: add turn and apSpent attributesJérémy Zurcher1-7/+9
2014-10-17Player: attributes go private againJérémy Zurcher1-7/+7
2014-10-17Player: add getName()Jérémy Zurcher2-1/+6
2014-10-17Hud: add notify(String) use it from Ctrl and StateSelectJérémy Zurcher3-1/+6
2014-10-17Hud: use player instead of player.flagJérémy Zurcher2-21/+6
2014-10-17Player: add setTopLeft(float,float) -> remove getX/Y/Width/Height, has an ↵Jérémy Zurcher2-26/+19
status Msg
2014-10-17Factory: has a TankOnTank refJérémy Zurcher3-6/+12
2014-10-17Player: currentPlayer()/otherPlayer() -> player()/opponent()Jérémy Zurcher5-31/+31
2014-10-17Player: attributes becom public, add getX/Y/Width/HeightJérémy Zurcher1-14/+34
2014-10-17Image: add contains(float, float)Jérémy Zurcher1-0/+5
2014-10-17Army: add String and toString()Jérémy Zurcher1-1/+8
2014-10-17Unit: add String to enum UnitId, set descr -> nice toString()Jérémy Zurcher1-16/+22
2014-10-17Pawn,HeadedPawn: toString return protected descrJérémy Zurcher2-9/+4