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2015-11-10TutorialsMenu: hit anywhere to closeJérémy Zurcher1-1/+1
2015-11-10UI: use setBtnRight and setBtnLeftJérémy Zurcher7-10/+10
2015-11-10Patch: add setBtnLeft(Bg) and setBtnRight(Bg)Jérémy Zurcher1-0/+10
2015-11-09RustAndDust: call EngagementPanel.setDiceAnimationJérémy Zurcher1-1/+3
2015-11-09EngagementPanel: specify dice animation dimensionJérémy Zurcher1-4/+10
2015-11-09DicAnimation: dimension has to be given at constructionJérémy Zurcher1-4/+9
2015-11-09UnitDock: try to pervent erratic bouncingJérémy Zurcher1-1/+1
2015-11-09Label: must update width and height before calling setPosition(Position)Jérémy Zurcher1-0/+8
2015-11-09EngagementPanel: us Bg instead of Sprite to scaleJérémy Zurcher1-10/+9
2015-11-09PlayerInfo: us Bg instead of Sprite to scaleJérémy Zurcher1-6/+6
2015-11-09PlayerInfo: add final to PADDINGJérémy Zurcher1-1/+1
2015-11-09EngagementPanel: fix element positionJérémy Zurcher1-13/+12
2015-11-09RustAndDust: call UnitDock/Bg.setScaleJérémy Zurcher1-1/+8
2015-11-09UnitDock: add setScale(float)Jérémy Zurcher1-1/+5
2015-11-09Bg: add setScale(float)Jérémy Zurcher1-1/+7
2015-11-09EngagementPanel: ckeck for button hit tooJérémy Zurcher1-1/+1
2015-11-09ui: center ok/cancel buttons on box cornersJérémy Zurcher7-16/+11
2015-11-09PlayMenu: add ':'Jérémy Zurcher1-2/+2
2015-11-09UnitDock: adapt scale to screen heightJérémy Zurcher1-1/+2
2015-11-09RustAndDust: add font size computationJérémy Zurcher1-1/+1
2015-11-09use freetype fontJérémy Zurcher1-2/+10
2015-11-06UnitDock: avoid silly yoyo bouncingJérémy Zurcher1-6/+9
2015-11-06PlayMenu: fix mode not implemented behaviorJérémy Zurcher1-0/+1
2015-11-06UnitDock: smooth vertical adjustmentJérémy Zurcher1-4/+9
2015-11-06GameScreen -> UnitDock: add drag and implement vertical slide of unitsJérémy Zurcher5-2/+42
2015-11-05UnitDock: factorise matrix and scale computationJérémy Zurcher1-8/+6
2015-11-05UnitDock: add glScissorsJérémy Zurcher1-0/+16
2015-11-05Hex: add DEPRESSION TerrainTypeJérémy Zurcher2-1/+7
2015-11-05Map: add comment for special AT_GUN -> no AP spent caseJérémy Zurcher1-0/+1
2015-11-05add and use Pawn.canBreak()Jérémy Zurcher3-1/+8
2015-11-05add and use Pawn.preventDefenseOn(Tile)Jérémy Zurcher3-1/+11
2015-11-05Unit: regroup fctsJérémy Zurcher1-6/+6
2015-11-05MenuScreen: do not nullify config.battle, PlayMenu handles itJérémy Zurcher1-2/+0
2015-11-05TutorialsMenu: remove unused const VSPACINGJérémy Zurcher1-1/+0
2015-11-05OptionsMenu: add const OPT_PADDINGJérémy Zurcher1-2/+3
2015-11-05OptionsMenu: remove game mode optionJérémy Zurcher1-31/+0
2015-11-05menu/screens : use PlayMenuJérémy Zurcher2-20/+20
2015-11-05add PlayMenuJérémy Zurcher1-0/+195
2015-10-30tests: add isFlankAttack() checksJérémy Zurcher1-0/+28
2015-10-30SearchBoard: remove unnecessary check on last NodeJérémy Zurcher1-3/+0
2015-10-30tests: check LOS is ok when dst is blockedJérémy Zurcher1-0/+16
2015-10-30SearchBoard: add fixLineOfSight, unset losBlocked and return true if dst reachedJérémy Zurcher1-3/+16
2015-10-30tests : add AttacksJérémy Zurcher1-0/+114
2015-10-29tests: FakeTile inherits from HeadedPawnJérémy Zurcher1-5/+11
2015-10-29SearchBoard: fix possibleTargetsFrom()Jérémy Zurcher1-20/+14
2015-10-29Tile: constructor without params set empty stackJérémy Zurcher1-0/+1
2015-10-29SearchBoard : add buildLineOfSight(...) needed for testsJérémy Zurcher2-1/+7
2015-10-29SearchBoard : use private attribute losBlocked, do not recompute to set attac...Jérémy Zurcher1-35/+26
2015-10-29Attack : fix typoJérémy Zurcher1-1/+1
2015-10-29SearchBoard: validatePathAngle -> validateFireAngle + fix, works like isFlank...Jérémy Zurcher1-18/+15