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2014-11-01Ctrl: keep a final ref to the BattleJérémy Zurcher1-0/+2
2014-11-01Player: add int unitsLeft()Jérémy Zurcher1-0/+5
2014-11-01Hex,Map: add Hex.OBJECTIVE, howObjective(Hex) hideObjective(Hex)Jérémy Zurcher2-0/+3
2014-11-01Hup,StateAttack: support and use Msg.pushWrite(...)Jérémy Zurcher2-4/+12
2014-11-01Msg: add pushWrite(...) wait for the previous messages to be disblayedJérémy Zurcher1-2/+35
2014-11-01remove unnecessary commentsJérémy Zurcher4-4/+0
2014-11-01StateBreak: use show/hideMove instead of un/selectHexJérémy Zurcher1-4/+4
2014-11-01clean up Pawn overlaysJérémy Zurcher2-10/+10
2014-11-01BattleFake: coding styleJérémy Zurcher1-1/+1
2014-11-01set new Tile overlays and cleanup usageJérémy Zurcher4-26/+15
2014-11-01add notificationsJérémy Zurcher4-5/+13
2014-11-01Map: toggleAttackAssist: return booleanJérémy Zurcher1-1/+3
2014-11-01Pawn: add attack.calculus String and feed itJérémy Zurcher5-7/+13
2014-11-01StateAttack: opponent gets the casualties not playerJérémy Zurcher1-1/+1
2014-11-01Msg: use PositionJérémy Zurcher2-3/+11
2014-11-01add game/hud/PositionJérémy Zurcher1-0/+69
2014-11-01Board: factorize pawn animation codeJérémy Zurcher1-13/+15
2014-10-31StateCommon: accept touch on OFFMAP Hex, but do not highlight themJérémy Zurcher1-5/+3
2014-10-31Factory: forgot to update getNewTile(...)Jérémy Zurcher1-2/+4
2014-10-31Board: on animation first call removePawn(), at the end setPawnOnto() to ensu...Jérémy Zurcher1-1/+9
2014-10-31Borad,Pawn: getRotateAnimation(float, ...) do not need Vector3 Pool anymoreJérémy Zurcher2-17/+3
2014-10-31Unit: artillery is an hard target tooJérémy Zurcher1-1/+1
2014-10-31Board: add of frame of OFFMAP tiles around the boardJérémy Zurcher1-18/+32
2014-10-31StateMove: must call map.possiblePaths.clear() on enterJérémy Zurcher1-0/+1
2014-10-31Map,States: implement infantry move after successfull attackJérémy Zurcher4-3/+23
2014-10-31add game/states/StateBreakJérémy Zurcher1-0/+88
2014-10-31update TODO file and TODO/FIXME commentsJérémy Zurcher3-3/+3
2014-10-31Board: movePawn: use possiblePaths.to in RunnableAnimationJérémy Zurcher1-3/+2
2014-10-31PossiblePaths: Pawn, Tile, Orientation are publicJérémy Zurcher2-19/+19
2014-10-31Board: collectAttackAssists do not include attack leaderJérémy Zurcher1-1/+1
2014-10-31PossiblePaths: fix path.get(i)Jérémy Zurcher1-2/+9
2014-10-31coding styleJérémy Zurcher1-1/+1
2014-10-31Tile: implements Iterable<Pawn>Jérémy Zurcher1-1/+1
2014-10-31cleanup XxxCollection interfaces -> PawnSet and TileSetJérémy Zurcher3-50/+0
2014-10-31use new PossiblePaths classJérémy Zurcher5-248/+24
2014-10-31add engine/PossiblePathsJérémy Zurcher1-0/+297
2014-10-31Board,SearcBoard: setAdjacentTiles(...) is public, directly access Tile.col a...Jérémy Zurcher2-9/+9
2014-10-30SearchBoard,Board: sides and distance goes from SearchBoard to BoardJérémy Zurcher2-36/+47
2014-10-30BattleFake: remove useless GridPoint2Jérémy Zurcher1-1/+0
2014-10-30Board: clean up int collectAttackAssists(Pawn, Pawn, Iterator<Pawn>, PawnColl...Jérémy Zurcher1-7/+2
2014-10-30Board: clean up int collectMoveAssists(Pawn, PawnCollection)Jérémy Zurcher1-1/+1
2014-10-30Board,SearchBoard: optimize collectPossibleTargets(Pawn, Iterator<Pawn>, Pawn...Jérémy Zurcher2-8/+8
2014-10-30Tile: remove boolean hasTargetsFor(Pawn)Jérémy Zurcher1-12/+0
2014-10-30Board,SearchBoard: optimize collectPossibleTargets(Pawn, Board.PawnCollection)Jérémy Zurcher2-8/+14
2014-10-30Board,SearchBoard: optimize collectPossibleMoves(Pawn, Board.TileCollection)Jérémy Zurcher2-13/+9
2014-10-30SearchBoard: must be carefull with boolean inMap(int col, int row)Jérémy Zurcher1-0/+1
2014-10-30SearchBoard: add and use Tile getTile(Node node) and Node getNode(Tile tile)Jérémy Zurcher1-11/+19
2014-10-30Pawn: remove boolean canBeAttacked(Pawn) -> use boolean canAttack(Pawn)Jérémy Zurcher3-8/+1
2014-10-29Map: silence wrong debug outputJérémy Zurcher1-3/+2
2014-10-29SearchBoard: collectAttack(...) do not yell when the angle attack is not OK, ...Jérémy Zurcher1-3/+1