Title: | Play a Roguelike 'Game' in the Console |
---|---|
Description: | Play with a simple ASCII-only tile-based toy in the console, inspired heavily by roguelike games like Rogue (1980). Proof of concept. |
Authors: | Matt Dray [aut, cre] |
Maintainer: | Matt Dray <[email protected]> |
License: | MIT + file LICENSE |
Version: | 0.1.0 |
Built: | 2024-11-15 04:21:34 UTC |
Source: | https://github.com/matt-dray/r.oguelike |
Move The Enemy To The Player
.move_enemy(room, dist, enemy_loc)
.move_enemy(room, dist, enemy_loc)
room |
Matrix. 2D room layout. |
dist |
Matrix. Tile distance to player. |
enemy_loc |
Numeric. Matrix index of the tile occupied by the enemy character. |
Procedurally generate a tile-based ASCII-character dungeon map. Creates a
tile-based map of user-specified size; places randomly a user-specified
number of rooms; connects them with a continuous corridor; and iteratively
expands the interior space by sampling from adjacent tiles. Note: much of
this function has been absorbed into the start_game
function,
but generate_dungeon
will continue to be exported for now.
generate_dungeon( iterations = 5, n_row = 30, n_col = 50, n_rooms = 5, is_snake = FALSE, is_organic = TRUE, seed = NULL, colour = TRUE )
generate_dungeon( iterations = 5, n_row = 30, n_col = 50, n_rooms = 5, is_snake = FALSE, is_organic = TRUE, seed = NULL, colour = TRUE )
iterations |
Numeric. How many times to 'grow' iteratively the dungeon
rooms, where tiles adjacent to current floor tiles ( |
n_row |
Numeric. Number of row tiles in the dungeon, i.e. its height. |
n_col |
Numeric. Number of column tiles in the dungeon, i.e. its width. |
n_rooms |
Numeric. Number of rooms to place randomly on the map as starting points for iterative growth. |
is_snake |
Logical. Should the room start points be connected randomly
( |
is_organic |
Logical. Join the room start points with corridors before
iterative growth steps ( |
seed |
Numeric. Seed to reproduce a dungeon. |
colour |
Logical. Should the characters be coloured using
|
You'll have to experiment to find the 'best' argument values for
your needs. Typically, a larger dungeon should have a higher
n_rooms
value and can be grown through more iterations
.
Use is_snake
and is_organic
to play with dungeon
appearance and connectedness.
For argument is_snake
, TRUE
will create a single
continuous, winding cavern from left to right, while FALSE
will create a more maze-like cavern.
For argument is_organic
, TRUE
will generally create
what looks like a natural cavern, since the room start points and
corridors are subject to iterative growth. When FALSE
and
is_snake
is FALSE
, the dungeon's caverns are more
square, or more 'artificial' looking. When FALSE
and
is_snake
is TRUE
, the result is more likely to be a
series of discrete roundish rooms connected by a narrow (one
tile-width) corridor.
A matrix, invisibly. Output via cat
to the
console.
## Not run: # A 'natural' cavern with default arguments generate_dungeon(seed = 23456) # Rooms connected sequentially by narrow corridors generate_dungeon( iterations = 8, # iterate room growth 8 times n_rooms = 4, # randomly place 4 room tiles to start is_snake = TRUE, # connect rooms from left- to right-most is_organic = FALSE, # add single tile-width corridors after growth seed = 2 ) ## End(Not run)
## Not run: # A 'natural' cavern with default arguments generate_dungeon(seed = 23456) # Rooms connected sequentially by narrow corridors generate_dungeon( iterations = 8, # iterate room growth 8 times n_rooms = 4, # randomly place 4 room tiles to start is_snake = TRUE, # connect rooms from left- to right-most is_organic = FALSE, # add single tile-width corridors after growth seed = 2 ) ## End(Not run)
Clears the console and starts a game of 'r.oguelike' by printing a map with an inventory and status message. The user inputs a keypress to move the character and explore the map, fighting enemies and collecting objects. This is a toy; a proof-of-concept.
start_game( max_turns = Inf, n_row = 20L, n_col = 30L, n_rooms = 5L, iterations = 4L, is_snake = FALSE, is_organic = TRUE, has_colour = TRUE, has_sfx = TRUE )
start_game( max_turns = Inf, n_row = 20L, n_col = 30L, n_rooms = 5L, iterations = 4L, is_snake = FALSE, is_organic = TRUE, has_colour = TRUE, has_sfx = TRUE )
max_turns |
Integer. How many turns? Default is |
n_row |
Integer Number of row tiles in the dungeon, i.e. its height. |
n_col |
Integer. Number of column tiles in the dungeon, i.e. its width. |
n_rooms |
Integer Number of rooms to place randomly on the map as starting points for iterative growth. |
iterations |
Integer. How many times to 'grow' iteratively the dungeon
rooms, where tiles adjacent to current floor tiles ( |
is_snake |
Logical. Should the room start points be connected randomly
( |
is_organic |
Logical. Join the room start points with corridors before
iterative growth steps ( |
has_colour |
Logical. Should the characters in the output be coloured
using |
has_sfx |
Logical. Should sound effects be used? Defaults to
|
Use the WASD keys to move up, left, down and right. Use the '1' key to eat
an apple from your inventory. Use the '0' to quit the game. If your
terminal supports the 'keypress' package, then you can use a single
keypress as input (e.g. the up arrow key), otherwise you will have to type
at the prompt and then press 'Enter'.Use
has_keypress_support
to see if 'keypress' is
supported.
Symbols used in the game are as follows:
.
floor tile
#
wall
@
player (10 HP max, -1 HP attack damage)
$
gold (+1 to +3 G)
E
enemy (3 HP max, -1 HP attack damage)
a
apple (+1 HP)
When TRUE
, is_snake
will tend to create one continuous cavern;
is_organic
will tend to create more 'natural' looking caves.
Arguments that take integer values are coerced to integer if provided as numeric values.
Nothing. Clears the console and prints to it with
cat
.
## Not run: start_game()
## Not run: start_game()