summaryrefslogtreecommitdiff
path: root/dungeon/src/lib.rs
diff options
context:
space:
mode:
authorRyan Symons <47405201+rsymons22@users.noreply.github.com>2025-11-07 17:54:11 -0500
committerRyan Symons <47405201+rsymons22@users.noreply.github.com>2025-11-07 17:54:11 -0500
commit651eed888fecbcede1d07800ac80fb637c7d8a33 (patch)
tree5ec525a6e5b373e91b021badac0970256e982c1a /dungeon/src/lib.rs
parentgraphics: add a custom font (diff)
downloadDungeonCrawl-651eed888fecbcede1d07800ac80fb637c7d8a33.tar.gz
DungeonCrawl-651eed888fecbcede1d07800ac80fb637c7d8a33.tar.bz2
DungeonCrawl-651eed888fecbcede1d07800ac80fb637c7d8a33.zip
Basic enemy pathfinding/ai added
Diffstat (limited to 'dungeon/src/lib.rs')
-rw-r--r--dungeon/src/lib.rs4
1 files changed, 2 insertions, 2 deletions
diff --git a/dungeon/src/lib.rs b/dungeon/src/lib.rs
index ee61632..cb57bf0 100644
--- a/dungeon/src/lib.rs
+++ b/dungeon/src/lib.rs
@@ -1,6 +1,7 @@
//! The `dungon` crate contains the core functionality for
//! interacting with a `Dungeon` and its components.
+pub mod astar;
pub mod bsp;
pub mod enemy;
pub mod entity;
@@ -69,8 +70,7 @@ impl From<Floor> for Dungeon {
// TODO: initalize rest of game state
- // TODO: How will we randomize enemy type/number per floor?
- // For now, just create one enemy a few tiles to the right of the player
+ // TODO: Randomize enemy positions/types
let enemies = vec![Enemy::new(
EnemyType::Zombie,
Pos::new(player.entity.pos.x() + 4, player.entity.pos.y())