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2025-11-14graphics: new textures!Freya Murphy1-0/+5
2025-11-14Remove wildcard exports/importsFreya Murphy5-45/+50
2025-11-14Enable more clippy lintsFreya Murphy5-25/+22
2025-11-13dungeon: refactor manual dropFreya Murphy1-3/+1
2025-11-13bsp: why was this unsafe?Freya Murphy1-6/+3
2025-11-13dungeon: have Dungeon store the rng, not the FloorFreya Murphy4-84/+86
2025-11-12dungeon: switch to only using small rng from randFreya Murphy4-102/+54
2025-11-11dungeon: bsp generate should return a floor to use same single rngFreya Murphy3-20/+25
2025-11-11dungeon: rewrite const_pos!Freya Murphy1-12/+9
2025-11-11dungeon: downcast! -> try_from!Freya Murphy1-3/+5
2025-11-11fix lints in nightlyFreya Murphy1-2/+2
2025-11-11dungeon: remove unused impl Default for TileFreya Murphy1-5/+0
2025-11-10use fmt fns directly when possibleFreya Murphy2-7/+7
2025-11-10Enemy now follows a moving player, updated checkpoint doc a bitRyan Symons1-26/+54
2025-11-10minimize dependencies & featuresFreya Murphy1-2/+3
2025-11-10Added player movement check for walkab;e tilesYusuf Elsharawy1-1/+7
2025-11-10Refactored some code, implemented player movementYusuf Elsharawy4-42/+245
2025-11-10graphics: decouple sdl & waylandFreya Murphy1-6/+6
2025-11-10dungeon: new_unchecked should be unsafeFreya Murphy2-39/+19
2025-11-10main: Slight merge conflict with Air resolvedalf93101-2/+3
2025-11-10Added many auto-gen test cases for maze connectivityalf93101-6/+12
2025-11-09oopsFreya Murphy1-1/+1
2025-11-09dungeon: always use seeded rand, other minor refactoringFreya Murphy3-67/+110
2025-11-09dungeon: fix astar neighbor generationFreya Murphy1-2/+6
2025-11-09dungeon_generation: added Hallway vs Room tilesalf93102-44/+39
2025-11-09dungeon_generation: added stair generation and fixed room center vs rabdom po...alf93101-11/+30
2025-11-09dungeon_generation: variables changed from usize to u16 for pos compatabilityalf93102-70/+57
2025-11-09minor changesFreya Murphy1-2/+2
2025-11-08graphics: refactor renderer to hardcode resolution (360p)Freya Murphy1-1/+4
2025-11-08dungeon: fix pos idx overflowFreya Murphy1-3/+2
2025-11-08dungeon: refactor astar to not be genericFreya Murphy4-231/+63
2025-11-08graphics: refactor debug uiFreya Murphy1-1/+14
2025-11-07Moved Enemy logic to Entity Struct, fixed enemy drift while movingRyan Symons3-234/+186
2025-11-07dungeon: fix placeholder zombie from spawning in wallsFreya Murphy2-6/+22
2025-11-07Basic enemy pathfinding/ai addedRyan Symons4-8/+462
2025-11-06fix clippy and tests (why am i the one doing this)Freya Murphy2-14/+26
2025-11-06Light bsp refactoringalf93103-10/+13
2025-11-05Moved most of the movement stuff to entity.Ryan Symons2-57/+38
2025-11-04Added enemy code structure and test movementRyan Symons4-2/+129
2025-10-31graphics: add health/inventory ui renderingFreya Murphy1-2/+8
2025-10-30Wave function collapseAudrey L Fuller5-59/+824
2025-10-27dungeon: add step_by function for Pos, and rename step to step_by for FPosFreya Murphy1-8/+36
2025-10-25graphics: use atlas texture when rendering (and lots of refactoring)Freya Murphy1-0/+5
2025-10-24dungeon: fix hash calculation for floor tilesFreya Murphy1-1/+1
2025-10-23dungeon: add x,y getters for Pos and FPosFreya Murphy1-0/+60
2025-10-23dungon: supress wfc clippy warnings (for now)Freya Murphy1-15/+17
2025-10-23dungon: use EnumIter from strum to add values methods to enumsFreya Murphy2-7/+21
2025-10-23dungeon: add hash to to check if it has been changedFreya Murphy1-8/+47
2025-10-23dungeon: add FPos for decimial positionsFreya Murphy3-4/+156
2025-10-23Started implementing wfc crate into mapalf93103-1/+119