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2014-10-29Board: remove old commentJérémy Zurcher1-1/+0
2014-10-29Unit: use common consturctorJérémy Zurcher1-2/+2
2014-10-29Map: code reorderJérémy Zurcher1-10/+10
2014-10-29Map: activatedPawns is a Board.PawnCollectionJérémy Zurcher3-4/+7
2014-10-29Map: fix typo, activated pawns must call attack(target)Jérémy Zurcher1-2/+4
2014-10-29Map,Unit: simplify show/hide functionsJérémy Zurcher10-173/+121
2014-10-29Map: remove useless HexSet and UnitSet classes, use TileSet and PawnSetJérémy Zurcher1-21/+5
2014-10-29Pawn,Board: give current AnimationSequence size when asking Pawn for itJérémy Zurcher2-9/+9
2014-10-29Pawn: add boolean canBeAttacked(Pawn other)Jérémy Zurcher3-0/+8
2014-10-29StateCommon: remove unused fromJérémy Zurcher1-2/+0
2014-10-29StateAnimation: do nothing with from and toJérémy Zurcher1-4/+0
2014-10-29OptionsScreen: do not load assets a second timeJérémy Zurcher1-2/+0
2014-10-29Map: possibleTargets and attackAssists are Board.PawnCollection, activablePaw...Jérémy Zurcher4-38/+38
2014-10-29Unit: add ATTACK_ASSIST overlayJérémy Zurcher1-0/+6
2014-10-29Map: fix collectPossibleTargets(...) callJérémy Zurcher1-2/+2
2014-10-28Board: fix buildMoveAssists -> collectMoveAssistsJérémy Zurcher2-6/+8
2014-10-28Map: fix buildPossibleMoves(Pawn) and buildPossibleTargets(Pawn, Iterator<Paw...Jérémy Zurcher2-3/+13
2014-10-28Move and Rotate States: adapt to new moveablePawns definitionJérémy Zurcher3-38/+39
2014-10-28moveAssists -> UnitSet moveablePawns, include selected Pawn if can moveJérémy Zurcher1-34/+33
2014-10-28Board: add PawnSet, remove TileListJérémy Zurcher3-18/+27
2014-10-28Unit: add overlays methods showMoveable(), showAttack(), showTarget()Jérémy Zurcher1-1/+18
2014-10-28Unit: add getHex()Jérémy Zurcher1-0/+5
2014-10-28TileSet,Hex: do not crash callint iterator().next() when emptyJérémy Zurcher2-0/+2
2014-10-28Tile: create stack at Tile constructionJérémy Zurcher1-4/+2
2014-10-28Tile: getIterator() -> iterator(), getTopPawn() goes privateJérémy Zurcher4-13/+19
2014-10-28Map: add 'Hex getHexAt(float x, float y)'Jérémy Zurcher2-4/+7
2014-10-28States: do not use Pawn but UnitJérémy Zurcher6-61/+61
2014-10-28Player: Pawn promote(Pawn pawn) -> Unit promote(Unit unit)Jérémy Zurcher1-5/+5
2014-10-28Hex: add Unit getUnit()Jérémy Zurcher1-0/+6
2014-10-28use 4 atlases, set Unit overlaysJérémy Zurcher6-36/+51
2014-10-28Board: add Board.HexList and Board.HexSetJérémy Zurcher2-16/+24
2014-10-28add TileSet extends LinkedHashSet<Tile> implements Board.TileCollectionJérémy Zurcher1-0/+57
2014-10-28Add interface Board.TileCollection extends Collection<Tile>Jérémy Zurcher4-29/+40
2014-10-28TileList: use Collection interfaceJérémy Zurcher1-13/+2
2014-10-28SearchBoard: moves is a SetJérémy Zurcher3-8/+23
2014-10-28Map,StateCommon: hidePossibleTargetsMovesAssists() goes from Map to StateCommonJérémy Zurcher3-10/+10
2014-10-28Map: replace show...() with direct call to hide() and show()Jérémy Zurcher5-44/+24
2014-10-28TileList: extends ArrayList<Tile>, has a default overlay index, has methods h...Jérémy Zurcher3-40/+21
2014-10-28Map: replace isIn...() with direct callsJérémy Zurcher4-32/+7
2014-10-28Map: replace ...Count() with direct callsJérémy Zurcher4-23/+8
2014-10-28Map: HexList are now public, replace clear...() with direct callsJérémy Zurcher3-30/+10
2014-10-28BattleFake: map.getHexSafe is dead ...Jérémy Zurcher1-17/+17
2014-10-28States: use Hex instead of GridPoint2Jérémy Zurcher6-86/+75
2014-10-28Map: do not use Vector2,Vector3,GridPoint2 but HexJérémy Zurcher1-78/+62
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