Port Bevy frontend to shared Sim core, wire in pixel art
- bevy.rs is now a thin view over sim::Sim, mirroring the terminal
frontend: continuous clock with bounded catch-up, heat-driven raids,
pause/speed controls, unified keys (WASD/hjkl, m for schemes, SPACE
pauses). Deletes ~700 lines of duplicated wave-loop game logic that
had diverged from the terminal game.
- Art resource loads the Pixel Lab assets with nearest-neighbor
sampling: 12 textured tile types, tinted reuse for security doors and
trap variants, flat-color fallback for the rest; villain, minions,
henchmen, and agents render with their sprites.
- Unpowered functional tiles render dimmed; villain gets a real sprite
instead of the cursor square.
- Hash derives on MinionClass/AgentType for texture maps.
- README documents running the Bevy frontend via cargo run (asset root
resolution); DESIGN.md marks Milestone 3 as started; devlog added.
Port Bevy frontend to shared Sim core, wire in pixel art
- bevy.rs is now a thin view over sim::Sim, mirroring the terminal
frontend: continuous clock with bounded catch-up, heat-driven raids,
pause/speed controls, unified keys (WASD/hjkl, m for schemes, SPACE
pauses). Deletes ~700 lines of duplicated wave-loop game logic that
had diverged from the terminal game.
- Art resource loads the Pixel Lab assets with nearest-neighbor
sampling: 12 textured tile types, tinted reuse for security doors and
trap variants, flat-color fallback for the rest; villain, minions,
henchmen, and agents render with their sprites.
- Unpowered functional tiles render dimmed; villain gets a real sprite
instead of the cursor square.
- Hash derives on MinionClass/AgentType for texture maps.
- README documents running the Bevy frontend via cargo run (asset root
resolution); DESIGN.md marks Milestone 3 as started; devlog added.