index
:
RustAndDust
PvP
keep
master
server
units1
Tactical ground combat simulation for android
Jérémy Zurcher
summary
refs
log
tree
commit
diff
stats
log msg
author
committer
range
path:
root
/
core
/
src
Age
Commit message (
Collapse
)
Author
Files
Lines
2014-10-28
TileSet,Hex: do not crash callint iterator().next() when empty
Jérémy Zurcher
2
-0
/
+2
2014-10-28
Tile: create stack at Tile construction
Jérémy Zurcher
1
-4
/
+2
2014-10-28
Tile: getIterator() -> iterator(), getTopPawn() goes private
Jérémy Zurcher
4
-13
/
+19
2014-10-28
Map: add 'Hex getHexAt(float x, float y)'
Jérémy Zurcher
2
-4
/
+7
2014-10-28
States: do not use Pawn but Unit
Jérémy Zurcher
6
-61
/
+61
2014-10-28
Player: Pawn promote(Pawn pawn) -> Unit promote(Unit unit)
Jérémy Zurcher
1
-5
/
+5
2014-10-28
Hex: add Unit getUnit()
Jérémy Zurcher
1
-0
/
+6
2014-10-28
use 4 atlases, set Unit overlays
Jérémy Zurcher
6
-36
/
+51
2014-10-28
Board: add Board.HexList and Board.HexSet
Jérémy Zurcher
2
-16
/
+24
2014-10-28
add TileSet extends LinkedHashSet<Tile> implements Board.TileCollection
Jérémy Zurcher
1
-0
/
+57
2014-10-28
Add interface Board.TileCollection extends Collection<Tile>
Jérémy Zurcher
4
-29
/
+40
2014-10-28
TileList: use Collection interface
Jérémy Zurcher
1
-13
/
+2
2014-10-28
SearchBoard: moves is a Set
Jérémy Zurcher
3
-8
/
+23
2014-10-28
Map,StateCommon: hidePossibleTargetsMovesAssists() goes from Map to StateCommon
Jérémy Zurcher
3
-10
/
+10
2014-10-28
Map: replace show...() with direct call to hide() and show()
Jérémy Zurcher
5
-44
/
+24
2014-10-28
TileList: extends ArrayList<Tile>, has a default overlay index, has methods ↵
Jérémy Zurcher
3
-40
/
+21
hide()/show()
2014-10-28
Map: replace isIn...() with direct calls
Jérémy Zurcher
4
-32
/
+7
2014-10-28
Map: replace ...Count() with direct calls
Jérémy Zurcher
4
-23
/
+8
2014-10-28
Map: HexList are now public, replace clear...() with direct calls
Jérémy Zurcher
3
-30
/
+10
2014-10-28
BattleFake: map.getHexSafe is dead ...
Jérémy Zurcher
1
-17
/
+17
2014-10-28
States: use Hex instead of GridPoint2
Jérémy Zurcher
6
-86
/
+75
2014-10-28
Map: do not use Vector2,Vector3,GridPoint2 but Hex
Jérémy Zurcher
1
-78
/
+62
2014-10-28
Board: swallows ArrayList<Vector3> finalPath
Jérémy Zurcher
1
-2
/
+8
2014-10-27
Board: do not use GridPoint2, use Pawn, Tile and pawn.getTile()
Jérémy Zurcher
2
-112
/
+44
2014-10-26
Board,Map: possiblePaths is a TileList too
Jérémy Zurcher
2
-26
/
+19
2014-10-23
Map,Board: use TileList and HexList for moves and attacks
Jérémy Zurcher
2
-98
/
+52
2014-10-23
Map,BattleFake,StateCommon: match map API
Jérémy Zurcher
3
-23
/
+22
2014-10-23
add TileList and HexList
Jérémy Zurcher
2
-0
/
+81
2014-10-22
Pawn: has a ref to current and prev Tile
Jérémy Zurcher
2
-31
/
+40
2014-10-22
Pawn: revertPosition() calls setPosition()
Jérémy Zurcher
1
-1
/
+1
2014-10-22
Board: addAnimation(Animation) -> protected
Jérémy Zurcher
1
-1
/
+1
2014-10-22
Pawn: add setOnTile(Tile, Orientation)
Jérémy Zurcher
2
-2
/
+8
2014-10-22
Board: remove getPawnPosAt(...)
Jérémy Zurcher
1
-6
/
+1
2014-10-22
Board: remove getTile(GridPoint2) and getTileSafe(GirdPoint2)
Jérémy Zurcher
1
-20
/
+10
2014-10-22
Bawn,Board: simplify getPawnPosAt(...)
Jérémy Zurcher
2
-8
/
+6
2014-10-22
Board: neigbours is no more GridPoint2[] but Tile[]
Jérémy Zurcher
2
-26
/
+13
2014-10-22
code reorder
Jérémy Zurcher
1
-15
/
+15
2014-10-22
Tile: replace Vector2 center with int col, row; float x, y;
Jérémy Zurcher
7
-24
/
+31
2014-10-21
StateAttack: on abort clear activated pawns to not burn down an AP
Jérémy Zurcher
1
-0
/
+1
2014-10-21
Map: add clearActivablePawns() and clearActivatedPawns()
Jérémy Zurcher
1
-0
/
+10
2014-10-21
StateRotate: cantel does not revert all moves, a move done is done
Jérémy Zurcher
1
-7
/
+7
2014-10-20
1 at-gun attack 1 hard-target -> no consumed AP
Jérémy Zurcher
1
-4
/
+5
2014-10-20
Map: reorder
Jérémy Zurcher
1
-10
/
+10
2014-10-20
Paw,Unit: add boolean isA(PawnType type)
Jérémy Zurcher
2
-8
/
+19
2014-10-20
Unit: canAttack(Pawn other) calls canAttack()
Jérémy Zurcher
1
-1
/
+1
2014-10-20
Pawn,Unit: add boolean isHardTarget() this fixes canMove/Rotate/Attack
Jérémy Zurcher
2
-3
/
+10
2014-10-18
StateAttack: clear the target hex
Jérémy Zurcher
1
-0
/
+1
2014-10-18
Map: do not clear activable and activated pawn here, states needs them
Jérémy Zurcher
1
-2
/
+0
2014-10-18
Ctrl: map must be created before states
Jérémy Zurcher
1
-5
/
+5
2014-10-18
add Battle battles/BattleCommon battles/BattleFake
Jérémy Zurcher
5
-7
/
+149
[next]