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* dungeon: inventory usageFreya Murphy2025-11-193-11/+53
* dungeon: implement itemsFreya Murphy2025-11-191-0/+22
* dungeon: implement itemsFreya Murphy2025-11-193-30/+140
* dungeon: switch rng to rand_xoshiroFreya Murphy2025-11-181-47/+11
* dungeon: port rands SmallRng to be reproducibleFreya Murphy2025-11-185-30/+107
* dungeon: split rng into game/level to make maps consistantFreya Murphy2025-11-182-10/+13
* dungeon: fix wonky movement code (again)Freya Murphy2025-11-171-8/+17
* update min rust version to 1.88.0Freya Murphy2025-11-171-15/+9
* dungeon: fix wonky movementFreya Murphy2025-11-151-2/+8
* zombie textureFreya Murphy2025-11-151-3/+3
* graphics: add astar paths to debug renderingFreya Murphy2025-11-152-0/+18
* dungeon: refactor entity movementFreya Murphy2025-11-153-184/+202
* graphics: add text message rendering (and sans ig)Freya Murphy2025-11-143-3/+103
* graphics: new textures!Freya Murphy2025-11-141-0/+5
* Remove wildcard exports/importsFreya Murphy2025-11-145-45/+50
* Enable more clippy lintsFreya Murphy2025-11-145-25/+22
* dungeon: refactor manual dropFreya Murphy2025-11-131-3/+1
* bsp: why was this unsafe?Freya Murphy2025-11-131-6/+3
* dungeon: have Dungeon store the rng, not the FloorFreya Murphy2025-11-134-84/+86
* dungeon: switch to only using small rng from randFreya Murphy2025-11-124-102/+54
* dungeon: bsp generate should return a floor to use same single rngFreya Murphy2025-11-113-20/+25
* dungeon: rewrite const_pos!Freya Murphy2025-11-111-12/+9
* dungeon: downcast! -> try_from!Freya Murphy2025-11-111-3/+5
* fix lints in nightlyFreya Murphy2025-11-111-2/+2
* dungeon: remove unused impl Default for TileFreya Murphy2025-11-111-5/+0
* 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