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2016-03-31UnitDock: hit(float, float) swallows Unit select(float, float)Jérémy Zurcher1-9/+6
2016-03-31Ctrl: add postEvent(EventType, Object)Jérémy Zurcher1-0/+6
2016-03-31Ctrl: TOGGLE_REINFORCEMENT -> UNIT_DOCK_TOGGLEJérémy Zurcher2-5/+5
2016-03-31Ctrl: add EventType.TOGGLE_REINFORCEMENTJérémy Zurcher2-3/+7
2016-03-31Ctrl: postAnimationsDone() -> postEvent(EventType)Jérémy Zurcher2-3/+4
2016-03-31Ctrl: Event is a private class, EventType is an inner public enumJérémy Zurcher1-11/+11
2016-03-31Ctrl: setState(StateType) is privateJérémy Zurcher1-1/+1
2016-03-31Ctrl: add Event.Type.ANIMATIONS_DONE and use itJérémy Zurcher3-19/+27
2016-03-31Ctrl: add private Event getEvent()Jérémy Zurcher1-6/+10
2016-03-31Board: animationsOver() -> animationsDone()Jérémy Zurcher2-3/+3
2016-03-31Ctrl: code cleanupJérémy Zurcher1-13/+10
2016-03-31StateEngage: remove useless importJérémy Zurcher1-1/+0
2016-03-31PlayMenu: set game.config.battle on reload/replayJérémy Zurcher1-6/+11
2016-03-31Factory: add getBattle(int)Jérémy Zurcher1-0/+9
2016-03-31Map4Orders: add bounce animation on SET and ENTER ordersJérémy Zurcher1-0/+2
2016-03-31Map3Animations: add addBounceAnimation(Unit, float)Jérémy Zurcher1-0/+6
2016-03-31add engine/gfx/animations/BounceAnimationJérémy Zurcher1-0/+66
2016-03-31Moveable: add setScale(float)Jérémy Zurcher3-0/+14
2016-03-31Map4Orders: remove protected BattleJérémy Zurcher1-8/+6
2016-03-31Battle: hasReinforcement() -> setNextTurn()Jérémy Zurcher5-26/+12
2016-03-31Map5Marshal: handle Move.MoveTypeJérémy Zurcher1-4/+20
2016-03-30Ctrl: add setState loop and depth detectionJérémy Zurcher1-0/+10
2016-03-30StateReplay: remove useless switch branch for PROMOTE OrderJérémy Zurcher1-2/+0
2016-03-30Ctrl,Hud: use events to send answers back from Hud to CtrlJérémy Zurcher2-61/+49
2016-03-30Ctrl: add postDone() and postAbort()Jérémy Zurcher1-0/+3
2016-03-30Hud: remove unused END_OF_TURN actionJérémy Zurcher1-21/+0
2016-03-30ActionButtons: use ctrl.post(StateType) instead of ctrl.setState(StateType)Jérémy Zurcher1-1/+1
2016-03-30State: use ctrl.post(StateType) instead of ctrl.setState(StateType)Jérémy Zurcher9-21/+21
2016-03-30GameScreen: call ctrl.processEvent() within renderJérémy Zurcher1-0/+1
2016-03-30Ctrl: add event queue, supports STATE_CHANGE eventsJérémy Zurcher1-0/+46
2016-03-30Map4Orders: use RustAndDust.error instead of err.printlnJérémy Zurcher1-2/+2
2016-03-30Ctrl: no readon for StringWriter to be staticJérémy Zurcher1-1/+1
2016-03-30Ctrl: for now no replay if turn just endedJérémy Zurcher2-3/+7
2016-03-30Ctrl: completeReplayStep() does AP burn down, completeReplay() check for ↵Jérémy Zurcher1-3/+13
turn end
2016-03-30Ctrl: nextState == StateType.DONE -> call complete() and handle REPLAYJérémy Zurcher1-4/+13
2016-03-30StateReplay: clear order when finishedJérémy Zurcher1-1/+3
2016-03-29PlayMenu: add replayBtnJérémy Zurcher1-1/+15
2016-03-29Ctrl: knows how to replay a turnJérémy Zurcher1-6/+31
2016-03-29Solo: use game.config.loadMode to load jsonJérémy Zurcher1-1/+18
2016-03-29Map4Orders: sync actionId while replaying ordersJérémy Zurcher1-0/+1
2016-03-29StateReplay: use Order.cost to be aware of action completnessJérémy Zurcher1-1/+2
2016-03-29Map4Orders: do not show engagement hud on replayJérémy Zurcher1-1/+2
2016-03-29Order: add int costJérémy Zurcher3-0/+4
2016-03-29Map5Marshal: shorten orders element namesJérémy Zurcher1-11/+11
2016-03-29Ctrl: set default stateAfterAnimation = StateType.DONEJérémy Zurcher1-0/+1
2016-03-29Map4Orders: add prepareReplayLastTurn()Jérémy Zurcher1-0/+9
2016-03-29StateReplay: improve readabilityJérémy Zurcher1-3/+4
2016-03-29StateReplay: fix selectedUnitJérémy Zurcher1-1/+3
2016-03-29StateReplay: Order is privateJérémy Zurcher1-1/+1
2016-03-29DB: fix debug msgJérémy Zurcher1-2/+2