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* use fmt fns directly when possibleFreya Murphy2025-11-102-7/+7
* Enemy now follows a moving player, updated checkpoint doc a bitRyan Symons2025-11-101-26/+54
* minimize dependencies & featuresFreya Murphy2025-11-101-2/+3
* Added player movement check for walkab;e tilesYusuf Elsharawy2025-11-101-1/+7
* Refactored some code, implemented player movementYusuf Elsharawy2025-11-104-42/+245
* graphics: decouple sdl & waylandFreya Murphy2025-11-101-6/+6
* dungeon: new_unchecked should be unsafeFreya Murphy2025-11-102-39/+19
* main: Slight merge conflict with Air resolvedalf93102025-11-101-2/+3
* Merge branch 'main' into 'dungeon_generation'Audrey L Fuller2025-11-103-35/+115
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| * oopsFreya Murphy2025-11-091-1/+1
| * dungeon: always use seeded rand, other minor refactoringFreya Murphy2025-11-093-67/+110
| * dungeon: fix astar neighbor generationFreya Murphy2025-11-091-2/+6
* | Added many auto-gen test cases for maze connectivityalf93102025-11-101-6/+12
* | dungeon_generation: added Hallway vs Room tilesalf93102025-11-092-44/+39
* | dungeon_generation: added stair generation and fixed room center vs rabdom po...alf93102025-11-091-11/+30
* | dungeon_generation: variables changed from usize to u16 for pos compatabilityalf93102025-11-092-70/+57
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* minor changesFreya Murphy2025-11-091-2/+2
* graphics: refactor renderer to hardcode resolution (360p)Freya Murphy2025-11-081-1/+4
* dungeon: fix pos idx overflowFreya Murphy2025-11-081-3/+2
* dungeon: refactor astar to not be genericFreya Murphy2025-11-084-231/+63
* graphics: refactor debug uiFreya Murphy2025-11-081-1/+14
* Moved Enemy logic to Entity Struct, fixed enemy drift while movingRyan Symons2025-11-073-234/+186
* dungeon: fix placeholder zombie from spawning in wallsFreya Murphy2025-11-072-6/+22
* Basic enemy pathfinding/ai addedRyan Symons2025-11-074-8/+462
* fix clippy and tests (why am i the one doing this)Freya Murphy2025-11-062-14/+26
* Light bsp refactoringalf93102025-11-063-10/+13
* Moved most of the movement stuff to entity.Ryan Symons2025-11-052-57/+38
* Added enemy code structure and test movementRyan Symons2025-11-044-2/+129
* graphics: add health/inventory ui renderingFreya Murphy2025-10-311-2/+8
* Wave function collapseAudrey L Fuller2025-10-305-59/+824
* dungeon: add step_by function for Pos, and rename step to step_by for FPosFreya Murphy2025-10-271-8/+36
* graphics: use atlas texture when rendering (and lots of refactoring)Freya Murphy2025-10-251-0/+5
* dungeon: fix hash calculation for floor tilesFreya Murphy2025-10-241-1/+1
* dungeon: add x,y getters for Pos and FPosFreya Murphy2025-10-231-0/+60
* dungon: supress wfc clippy warnings (for now)Freya Murphy2025-10-231-15/+17
* dungon: use EnumIter from strum to add values methods to enumsFreya Murphy2025-10-232-7/+21
* dungeon: add hash to to check if it has been changedFreya Murphy2025-10-231-8/+47
* dungeon: add FPos for decimial positionsFreya Murphy2025-10-233-4/+156
* Started implementing wfc crate into mapalf93102025-10-233-1/+119
* dungeon: refactor constructorsFreya Murphy2025-10-191-11/+10
* dungeon: refactor into entity module, and add struct (better match proposal)Freya Murphy2025-10-183-118/+124
* dungeon: make const_pos! not require name paramFreya Murphy2025-10-162-7/+7
* dungeon: add more getters and lib fnsFreya Murphy2025-10-162-0/+46
* further improve const fns for PosFreya Murphy2025-10-082-10/+20
* add some functionality to PosFreya Murphy2025-10-082-5/+76
* add more default implsFreya Murphy2025-10-082-2/+8
* impl default to dungeon and its typesFreya Murphy2025-10-083-3/+56
* initial baselineFreya Murphy2025-10-083-0/+369