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2014-11-04add game/hud/TextImageJérémy Zurcher1-0/+49
2014-11-04Button: add void draw(Batch batch)Jérémy Zurcher2-6/+13
2014-11-03UnitDock: optimize transformation matrix computation and use scaled ↵Jérémy Zurcher1-12/+28
rectangle for hit detection
2014-11-03UnitDock: use List<Pawn> instead of Iterator<Pawn>Jérémy Zurcher1-14/+10
2014-11-03engine/Player: replace reinforcementIterator() with List<Pawn> ↵Jérémy Zurcher1-10/+6
getReinforcement()
2014-11-03Hud: add unitDockJérémy Zurcher1-1/+12
2014-11-03add game/hud/UnitDockJérémy Zurcher1-0/+135
2014-11-03Hud: use turns click instead of flag click to end turnJérémy Zurcher1-3/+4
2014-11-03Pawn: do not use image.getXxxx()Jérémy Zurcher1-6/+6
2014-11-03BattleHeadToHead: add entry points and associate units to themJérémy Zurcher1-17/+42
2014-11-03BattleCommon: add entryPoints=ArrayList<TileSet>, and ↵Jérémy Zurcher1-0/+20
pawnEntry=HashMap<Unit, TileSet>
2014-11-02BattleFake -> BattleHeadToHeadJérémy Zurcher2-4/+4
2014-11-02GameScreen: ZOOM_IN_MAX = 0.3f;Jérémy Zurcher1-1/+1
2014-11-02BattleFake: don't set Units on map, but as reinforcementJérémy Zurcher1-17/+17
2014-11-02Hud: add reinforcementTextJérémy Zurcher1-2/+17
2014-11-02Image: add visibleJérémy Zurcher1-0/+13
2014-11-02engine/Player: add reinforcementCount()Jérémy Zurcher1-0/+5
2014-11-02Hud: add turns and turnsTextJérémy Zurcher1-1/+13
2014-11-02Text: add getWidth() getHeight()Jérémy Zurcher1-0/+12
2014-11-02Hud: replace Msg status with Image aps and Text apsTextJérémy Zurcher1-6/+12
2014-11-02add game/hud/TextJérémy Zurcher1-0/+66
2014-11-02PLayer: String getStatus() -> int getAp()Jérémy Zurcher1-2/+2
2014-11-02Msg: font.dispose()Jérémy Zurcher1-8/+15
2014-11-02Ctrl: fix battle.checkVictory()Jérémy Zurcher1-2/+2
2014-11-02Player,Hud: move all graphics from Player to HudJérémy Zurcher5-70/+70
2014-11-01engine/Player: add getFaction()Jérémy Zurcher1-0/+5
2014-11-01Msg: add getX() getX() setPosition(float, float, int) write(String, float)Jérémy Zurcher1-0/+27
2014-11-01Battle: add public boolean checkVictory(Ctrl ctrl); and implement itJérémy Zurcher3-1/+34
2014-11-01Player: add int getTurn()Jérémy Zurcher1-0/+5
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 ↵Jérémy Zurcher1-1/+9
ensure revert safety
2014-10-31Borad,Pawn: getRotateAnimation(float, ...) do not need Vector3 Pool anymoreJérémy Zurcher2-17/+3