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2014-12-01Map: do compute engagement numbers whatever the die areJérémy Zurcher1-34/+32
2014-11-30Engagement: update it to show dice an flagsJérémy Zurcher3-46/+94
2014-11-30ShotAnimation: set a START_DELAY at 0.8fJérémy Zurcher1-1/+2
2014-11-30add DiceAnimationJérémy Zurcher2-0/+134
2014-11-30resize dice.png, remove attack.mp3, update assets loadingJérémy Zurcher1-2/+4
2014-11-30Ctrl,Hud: wait for animations and dialogs to be closed before leaving ↵Jérémy Zurcher2-11/+14
animation state
2014-11-30GameScreen: use INPUT_DELAY after zoom gestureJérémy Zurcher1-15/+12
2014-11-30StateDeployment: replace deployment end dialog with OK buttonJérémy Zurcher2-3/+5
2014-11-30extract Sprites form ShotAnimationJérémy Zurcher2-27/+31
2014-11-30Ctrl: comment out player's turn notificationJérémy Zurcher1-1/+1
2014-11-30ObjectiveSet,Map,Hex: visualy differenciate objectives that has to be hold ↵Jérémy Zurcher3-11/+10
and the others
2014-11-30StateDeployment: touch out of orientation complete rotation too, do not show ↵Jérémy Zurcher1-16/+13
DONE button
2014-11-29StateSelect: clear selected unit if touch out of possibilitiesJérémy Zurcher2-2/+5
2014-11-29UnitDock: fix to and rect.x computation, units orientationJérémy Zurcher1-8/+14
2014-11-29UnitDock: done -> mvtDoneJérémy Zurcher1-9/+9
2014-11-29StateEngage: add DONE button only if must validateJérémy Zurcher1-1/+1
2014-11-29StateRotate: do not show ABORT button if only 1 unit is moveableJérémy Zurcher1-1/+1
2014-11-29StatePromote,Map: set promote animationJérémy Zurcher2-7/+31
2014-11-29add PromoteAnimationJérémy Zurcher1-0/+97
2014-11-29add promote.png and promote.mp3Jérémy Zurcher1-0/+2
2014-11-28StateSelect: allow quit rotate or HQ activation if unit.canMove()Jérémy Zurcher1-1/+1
2014-11-28StateMove: changeUnit() do not set MOVE overlay if has movedJérémy Zurcher1-1/+2
2014-11-28BattleTest: add HQ as casualtyJérémy Zurcher1-0/+1
2014-11-28StateMove: show DONE only when activatedUnits > 0Jérémy Zurcher1-2/+3
2014-11-28StateMove,StateSelect: fix notificationsJérémy Zurcher2-1/+3
2014-11-28StateRotate: self select -> ABORTJérémy Zurcher1-0/+5
2014-11-28StateMove: self select -> ROTATEJérémy Zurcher1-0/+5
2014-11-28StateSelect: quick rotation -> move if hqJérémy Zurcher1-3/+8
2014-11-28remove order.pngJérémy Zurcher1-7/+3
2014-11-28StateSelect: implement quick rotateJérémy Zurcher2-27/+41
2014-11-28Ctrl: add commentJérémy Zurcher1-0/+2
2014-11-28ActionButtons: use Bg instead of buttons, less buttonsJérémy Zurcher6-57/+25
2014-11-28StateMove/Common: do not show MOVE overlay on selected UnitJérémy Zurcher2-3/+8
2014-11-28StateCommom: pawn var -> unitJérémy Zurcher1-4/+4
2014-11-27Map: add Map.Engagement, use it in hud.EngagementJérémy Zurcher3-12/+44
2014-11-27Hud,Ctrl,OkCancel: Hud stacks dialogsJérémy Zurcher4-72/+75
2014-11-27Hud: simplify touchUp() codeJérémy Zurcher1-18/+17
2014-11-27ShotAnimation: use explosion soundsJérémy Zurcher2-16/+29
2014-11-27add explosion.mp3 and explosion_short.mp3Jérémy Zurcher1-0/+4
2014-11-27Ctrl,Hud: only hit dialogs when in actionJérémy Zurcher2-0/+9
2014-11-27fix runJérémy Zurcher3-15/+8
2014-11-27ShotAnimation,Map: resetAll() -> resetSound() called just before building ↵Jérémy Zurcher2-2/+2
animations
2014-11-27ShotAnimation: reuse shortShot sound for hitJérémy Zurcher1-0/+1
2014-11-26Ctrl,Map: Map.animationsDone() returns the count of new animations to run, ↵Jérémy Zurcher2-7/+13
thus Ctrl might stay in ANIMATION
2014-11-26ShotAnimation: play only 1 long sound, reset in Map.animationsDone()Jérémy Zurcher2-9/+21
2014-11-26add short_shot.mp3Jérémy Zurcher1-0/+2
2014-11-26BattleTest: add an HQJérémy Zurcher1-1/+2
2014-11-26Hud: add boolean dialogOn()Jérémy Zurcher1-0/+5
2014-11-26Engagement: die -> 2d6Jérémy Zurcher1-1/+1
2014-11-26Hud: get ready to fix dialogAction bugJérémy Zurcher1-6/+15