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2014-10-13Hex: add defense debugJérémy Zurcher1-0/+1
2014-10-13Map: add boolean toggleAttackAssist(Pawn)Jérémy Zurcher1-0/+13
2014-10-13Map: buildAttackAssists(Pawn, GridPoint2, Iterator<Pawn>) -> feed ↵Jérémy Zurcher1-0/+3
activatedPawns and activablePawns
2014-10-13Map: showAttackAssists(boolean) -> clear Hex.TARGET tooJérémy Zurcher1-1/+3
2014-10-13Map: add int attackAssistsCount()Jérémy Zurcher1-0/+5
2014-10-13update testsJérémy Zurcher1-3/+5
2014-10-13Tile,Hex: add int defenseFor(Pawn, List<Pawn>)Jérémy Zurcher2-2/+38
2014-10-13Factory: now use Unit.UnitTypeJérémy Zurcher1-15/+20
2014-10-13Unit: set UnitType, fix getAttackRangeFrom(Tile)Jérémy Zurcher1-9/+17
2014-10-13GameState: plugin StateType.ATTACK -> StateAttack() + quick fire, wait for ↵Jérémy Zurcher4-7/+21
the class
2014-10-13Ctrl: currentPlayer.turnStart()Jérémy Zurcher1-0/+2
2014-10-13StateCommon: add showTarget()Jérémy Zurcher1-0/+5
2014-10-13Map: add showAttackAssists(), isInPossibleAttackAssists()Jérémy Zurcher1-0/+11
2014-10-13Player: add int d6(), fix setActionPoints()Jérémy Zurcher1-2/+12
2014-10-13clean debug System.errJérémy Zurcher4-9/+10
2014-10-13SearchBoard: add validatePathAngle(...) check angle of attack of successful LOSJérémy Zurcher1-5/+23
2014-10-13Board: getHexAt(Vector ... ) -> getHexUnder(Pawn ...)Jérémy Zurcher1-19/+10
2014-10-13Board: fix buildAttackAssists(), use Pawn.getCenter() instead of ↵Jérémy Zurcher1-1/+7
pawn.getPosition()
2014-10-13Map: add clearPossibleTargets()Jérémy Zurcher1-0/+5
2014-10-13Map: add buildAttackAssists(Pawn, GridPoint2, Iterator<Pawn>)Jérémy Zurcher1-0/+9
2014-10-13Player: remove unused importJérémy Zurcher1-3/+0
2014-10-13Player: add Iterator<Pawn> unitIterator()Jérémy Zurcher1-0/+6
2014-10-13Board: add buildAttackAssists(Pawn, GridPoint2, Iterator<Pawn>, ↵Jérémy Zurcher1-0/+20
ArrayList<GridPoint2>)
2014-10-13Board: add GridPoint2 getHexAt(Vector3, GridPoint2)Jérémy Zurcher1-0/+6
2014-10-13SearchBoard: add canAttack(Pawn, int, int, int, int)Jérémy Zurcher1-0/+10
2014-10-12gradle: sourceCompatibility = 1.7Jérémy Zurcher1-1/+1
2014-10-12StateAnimation: hide hudJérémy Zurcher1-0/+1
2014-10-12extract Ctrl.Config -> ConfigJérémy Zurcher2-21/+21
2014-10-12add chosen direction overlay when must checkJérémy Zurcher3-1/+9
2014-10-12StackedImage,Tile,Map: enable rotation on a specific overlayJérémy Zurcher3-0/+22
2014-10-12GameState* -> StateJérémy Zurcher8-55/+56
2014-10-12rename GameFactory -> FactoryJérémy Zurcher5-8/+8
2014-10-12rename GameCtrl -> CtrlJérémy Zurcher9-17/+17
2014-10-12add a few debug System.errJérémy Zurcher4-1/+6
2014-10-12GameState: fixes cleanup rewriteJérémy Zurcher8-74/+94
2014-10-12GameFactoy,GameCtrl,Hud: plugin in PlayerJérémy Zurcher3-32/+62
2014-10-12add game/PlayerJérémy Zurcher1-0/+112
2014-10-12Unit: add isEnemy(Army)Jérémy Zurcher1-0/+5
2014-10-12Unit: reorder constructorsJérémy Zurcher1-28/+30
2014-10-12Board: setPawnAt returns pawnJérémy Zurcher1-1/+2
2014-10-12Button: do not hit if ONJérémy Zurcher1-1/+1
2014-10-11HeadedPawn: add toString()Jérémy Zurcher1-0/+6
2014-10-11Pawn: add toString()Jérémy Zurcher1-2/+10
2014-10-11Map: revertMoves() call activatedPawns.clear()Jérémy Zurcher1-0/+1
2014-10-11Map: clearPossibleTargetsMovesAssists() -> clearAll() and does itJérémy Zurcher1-7/+7
2014-10-11GameState: hex,pawn -> selectedHex,selectedPawnJérémy Zurcher4-30/+31
2014-10-10GameState: implement quick move from GameStateSelectJérémy Zurcher2-1/+17
2014-10-10enable rotate from GameStateSelectJérémy Zurcher1-1/+1
2014-10-10GameState: rename enter(boolean flag) to be more excplicite, fix ↵Jérémy Zurcher5-7/+12
Rotate.enter(hasFinalMove)
2014-10-10rework GameStateJérémy Zurcher6-56/+181