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2014-12-09LoadScreen: rewriteJérémy Zurcher1-82/+54
2014-12-05Map: use DestroyAnimationJérémy Zurcher1-8/+8
2014-12-05add DestroyAnimationJérémy Zurcher1-0/+62
2014-12-05Moveable: add setAlpha(float)Jérémy Zurcher2-6/+8
2014-12-05Pawn,HeadedPawn,StackedImages: add setAlpha(float)Jérémy Zurcher3-0/+19
2014-12-05InfantryFireAnimation: improve animationJérémy Zurcher1-10/+6
2014-12-05InfantryFireAnimation: improve shoting animationJérémy Zurcher1-17/+30
2014-12-05InfantryFireAnimation: use completed to hide bullet traceJérémy Zurcher1-5/+4
2014-12-04InfantryFireAnimation: set(...) animate(...) draw(...) go into Shot classJérémy Zurcher1-73/+84
2014-12-04TankFireAnimation,InfantryFireAnimation: offset -> halfWidthJérémy Zurcher3-12/+13
2014-12-03addJérémy Zurcher1-1/+5
2014-12-03add InfantryFireAnimationJérémy Zurcher1-0/+203
2014-12-03add infantry_fire.png and infantry_fire.mp3, plug them in FireAnimationJérémy Zurcher3-1/+21
2014-12-03TankFireAnimation: and image tuningJérémy Zurcher1-4/+2
2014-12-03add FireAnimation, static part of TankFireAnimationJérémy Zurcher3-66/+94
2014-12-03ShotAnimation -> TankFireAnimation, shot.*. -> tank_fire*.*Jérémy Zurcher3-71/+71
2014-12-03StateRotate: any touch out of adjacents aborts the actionJérémy Zurcher1-6/+4
2014-12-03Engagement: use attack and defense images intsead of flagsJérémy Zurcher1-23/+19
2014-12-03add hex.png and use selectedTileJérémy Zurcher2-3/+7
2014-12-03add engine/SelectedTile and plug it into BoardJérémy Zurcher2-2/+89
2014-12-03Hud,hud... implement interface AnimationJérémy Zurcher5-14/+30
2014-12-03Board: implement DisposableJérémy Zurcher1-2/+4
2014-12-03animations/Sprites implements DisposableJérémy Zurcher4-5/+12
2014-12-02SpriteAnimation: use SpritesJérémy Zurcher1-23/+10
2014-12-01Engagement: fix labelsJérémy Zurcher1-3/+3
2014-12-01Engagement: keep original flag size for winner flagJérémy Zurcher1-3/+6
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