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2014-11-22StateEngage: hit target to launch attackJérémy Zurcher1-2/+4
2014-11-22Map: fix setFightAnimation(...) remove target on successJérémy Zurcher1-5/+3
2014-11-22Map: coding styleJérémy Zurcher1-1/+1
2014-11-22Map: add setFightAnimation(Unit, boolean)Jérémy Zurcher1-20/+22
2014-11-22Map: resolve -> resolveFightJérémy Zurcher1-3/+3
2014-11-22Map: fix terrainBonusJérémy Zurcher1-1/+1
2014-11-21BattleStabToTheFlank: fix unit entry orientationJérémy Zurcher1-2/+2
2014-11-21add TODOJérémy Zurcher1-0/+1
2014-11-21Map,Board,Pawn: plug in objectives managementJérémy Zurcher3-6/+12
2014-11-21BattleCommon,Map: the former passes the objectives management to the secondJérémy Zurcher6-57/+33
2014-11-21add game.ObjectiveSet implements MoveToAnimationCbJérémy Zurcher1-0/+90
2014-11-21add game.ObjectiveJérémy Zurcher1-0/+48
2014-11-21Unit: add getArmyJérémy Zurcher1-0/+5
2014-11-21Moveable: add Faction getFaction() to interface, Pawn implements itJérémy Zurcher2-0/+9
2014-11-21Hex.OBJECTIVE_GE and Hex.OBJECTIVE_USJérémy Zurcher2-4/+32
2014-11-21Ctrl notify Map with actionDone()Jérémy Zurcher2-0/+5
2014-11-21StateMove,StateRotate: fix entry move abortionJérémy Zurcher2-6/+7
2014-11-21MoveToAnimation: callbacks float x y are center positionJérémy Zurcher1-3/+5
2014-11-21Pawn: Vector2 getCenter() -> float getCenterX() and float getCenterY()Jérémy Zurcher2-6/+9
2014-11-21Army: reorder codeJérémy Zurcher1-4/+4
2014-11-21Army: add NONEJérémy Zurcher1-0/+1
2014-11-21MoveToAnimation: add callback for leave/enter hex end doneJérémy Zurcher1-0/+28
2014-11-21remove useless (Unit) castsJérémy Zurcher2-2/+2
2014-11-20game.UnitSet is dead : welcome UnitListJérémy Zurcher7-72/+61
2014-11-20engine.PawnSet is dead : welcome UnitSetJérémy Zurcher16-132/+125
2014-11-20HexSet: hexAsTiles() -> asTiles()Jérémy Zurcher2-3/+3
2014-11-20engine.TileSet/Zone are dead: welcome game.HexSet/ZoneJérémy Zurcher20-110/+97
2014-11-20Map: replace Pawn with UnitJérémy Zurcher1-50/+50
2014-11-19BattleNightAction: is night actionJérémy Zurcher1-0/+3
2014-11-19Map: add defense bonus if night fightJérémy Zurcher1-2/+20
2014-11-19Map: add map.meteorologyJérémy Zurcher1-0/+5
2014-11-19add engine/MeteorologyJérémy Zurcher1-0/+24
2014-11-19add battles/BattleNightAction: without night effectJérémy Zurcher2-0/+159
2014-11-19Battles: add comment for deployment, reinforcement and objectivesJérémy Zurcher5-1/+19
2014-11-19Battle: implement default getReinforcement(Ctrl, Map) return falseJérémy Zurcher4-18/+8
2014-11-19BattleStabToFlank: oops there is no WESPE hereJérémy Zurcher1-1/+0
2014-11-19adapt Battles to fix to Player and CtrlJérémy Zurcher7-116/+79
2014-11-19PlayerInfo,Statistics: adapt to new Player turn APIJérémy Zurcher2-2/+2
2014-11-19Hud: differenciate END_TURN end ABORT_TURNJérémy Zurcher1-2/+7
2014-11-19Ctrl: do not simply switch players on turn end but ask for the next oneJérémy Zurcher1-24/+15
2014-11-19Player: turn is turnDone, inc at turnEnd() if deployment doneJérémy Zurcher1-13/+16
2014-11-19add battles/BattleStabToTheFlankJérémy Zurcher2-0/+173
2014-11-19Battles: cleanupJérémy Zurcher4-54/+48
2014-11-19PlayerInfo: use Sprite instead of ImageJérémy Zurcher1-10/+7
2014-11-19StatePromote: use Player.promote(), set activatedPawns, unselect on leaveJérémy Zurcher1-7/+6
2014-11-19Player: promote does all the job, returns booleanJérémy Zurcher1-7/+6
2014-11-19Unit: add private updateDescr()Jérémy Zurcher1-2/+13
2014-11-19splite head into us-head and ge-headJérémy Zurcher1-14/+14
2014-11-19Unit: add HQ = 5 overlayJérémy Zurcher1-6/+14
2014-11-18Map: leaveBoard does not reset Pawn but add it to activatedPawnsJérémy Zurcher1-1/+1