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2014-10-10Pawn: cleanup animations, must set prevPosition when rotate, no need to set ↵Jérémy Zurcher1-23/+11
finalPos on move
2014-10-10Board: code reorderingJérémy Zurcher1-12/+12
2014-10-10update tests according to the latest Pawn abstarcts declarationJérémy Zurcher1-2/+11
2014-10-10Map: update rotate and move according to the previous modificationsJérémy Zurcher1-3/+13
2014-10-10Board: add revertLastPawnMove(), call pawn .move(int) .rotate(Orientation) ↵Jérémy Zurcher1-1/+19
.revertLastMove()
2014-10-10Pawn: add prevPosition, revertPosition(), getRevertLastMoveAnimation()Jérémy Zurcher1-0/+29
2014-10-10Pawn: cleanupJérémy Zurcher1-8/+8
2014-10-10Pawn: add abstract move(int), rotate(Orientation), attack(Pawn), reset(), ↵Jérémy Zurcher1-2/+11
revertLastMove()
2014-10-10HeadedPawn: setRotation() must set z coordinate of positionJérémy Zurcher1-0/+1
2014-10-09GameState,GameCtrl: add nextState var => void enter(boolean reset)Jérémy Zurcher8-11/+36
2014-10-09GameConfig: add and use canCancel, mustValidateJérémy Zurcher3-2/+6
2014-10-09coding styleJérémy Zurcher1-0/+1
2014-10-09Map: use getPathCost(Pawn, int), pawn.move(int) ,pawn.rotate()Jérémy Zurcher1-0/+3
2014-10-09SearchBoard,Board: implement pathCost(Pawn, List<Node>)Jérémy Zurcher2-0/+30
2014-10-09GameState: use canAttack, canRotate, canMove and simplifyJérémy Zurcher2-9/+16
2014-10-09Paw,Unit: set fire() rotate() move(in), reset()Jérémy Zurcher3-4/+44
2014-10-09tests updateJérémy Zurcher3-31/+40
2014-10-09Board: cleanup API, force tests updateJérémy Zurcher2-40/+34
2014-10-09SearchBoard: clean upJérémy Zurcher1-5/+9
2014-10-08Map: change enableXyz into showXyzJérémy Zurcher5-48/+48
2014-10-08Board: close APIJérémy Zurcher1-19/+22
2014-10-08GameState*: add leave() called before switching, cleanup allJérémy Zurcher8-90/+76
2014-10-08Hud: buttons ard on/off/down, control buttons with show(boolean ...)Jérémy Zurcher1-69/+101
2014-10-08Pawn,Unit: add canMove() and canAttack()Jérémy Zurcher3-0/+18
2014-10-08Hud.Button: clean upJérémy Zurcher1-14/+22
2014-10-08GameState*: updateJérémy Zurcher2-21/+12
2014-10-08GameStateCommon: add showPossibleTargetsMovesAssists(boolean)Jérémy Zurcher1-0/+7
2014-10-08Map: improve possible APIJérémy Zurcher1-40/+40
2014-10-08Hex: clarify constantsJérémy Zurcher3-19/+19
2014-10-08typosJérémy Zurcher2-4/+4
2014-10-08GameStateDirection, GameStateSelect: use GameCtrl.ConfigJérémy Zurcher2-7/+7
2014-10-08add GameCtrl.ConfigJérémy Zurcher1-0/+18
2014-10-08GameStase*: update according to Map .possible .assits APIJérémy Zurcher3-11/+31
2014-10-08fix testsJérémy Zurcher1-0/+1
2014-10-08Map: update according to new possible and assists Board APIJérémy Zurcher1-42/+12
2014-10-08Board: add buildMoveAssists(), ↵Jérémy Zurcher1-2/+17
possibleMovesFrom()->buildPossibleMovesFrom(), possibleTargetsFrom()->buildPossibleTargetsFrom()
2014-10-08Board: add neighbours[] and void buildNeighboursFor(GridPoint2 coords)Jérémy Zurcher1-10/+14
2014-10-08missid 2 reselect(hex) -> reselectHex()Jérémy Zurcher2-2/+2
2014-10-08GameStateView -> GameStateSelectJérémy Zurcher2-9/+9
2014-10-08GameStateRotate: clean up select() unselect() reselect()Jérémy Zurcher6-24/+14
2014-10-08SearchBoard: possibleMovesFrom fix road marchJérémy Zurcher1-4/+5
- do not update remaing when pushing onto raodMarch stack - another copy of might still be in the regular stack and then pop out with a bigger movement than it should
2014-10-07GameStateView: show move assistJérémy Zurcher1-0/+2
2014-10-07Map: only hq can order movesJérémy Zurcher1-7/+9
2014-10-07Pawn,Unit: add isHq()Jérémy Zurcher2-0/+7
2014-10-07Hud: add checkBtn and enableCheck()Jérémy Zurcher1-1/+13
2014-10-07Hud: no not accept cancelBtn hit when disabledJérémy Zurcher1-2/+2
2014-10-07Hud: rename xxxAct -> xxxBtnJérémy Zurcher1-41/+41
2014-10-07Hud: add ON OFF DISABLED constantsJérémy Zurcher1-13/+22
2014-10-07GameStateMove: show assist moves, clear correctlyJérémy Zurcher1-5/+7
2014-10-07GameStateDirection: clear allJérémy Zurcher1-1/+6