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Rogue
marcel euchner-martinez edited this page Jun 26, 2022
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This is a simple template to make a game inspired by Rogue from 1980, thus to make a roguelike.
class Roguelike extends hxd.App {
var player : h2d.Object;
final fieldSize = 32;
var levelString : String = "
###################
########################### # #
# # # A #
# ############ #
# #
# @ ############ #
# # # #
# # # C #
# # ###################
# E #
# #
###########################
";
var walls : Array<h2d.Object> = [];
var howToPlayInfo : h2d.Object;
static function main() {new Roguelike();}
override function init() {
var t = new h2d.Text( hxd.res.DefaultFont.get(), s2d );
t.text = "Use the arrow keys\nor w-a-s-d to move around."; t.scale(2);
howToPlayInfo = t;
// setting up the level from a string
var x = 0;
var y = 0;
for( i in 0...levelString.length ){
var char = levelString.charAt( i );
if( char=="\n" ){
y++;
x=0;
}
else
if( char!=" ")
characterToGameObject( char, x, y );
x++;
}
// setting camera
s2d.camera.anchorX = 0.5;
s2d.camera.anchorY = 0.5;
// placing how-to-play info correctly (after player has been placed)
var cam = s2d.camera;
howToPlayInfo.setPosition( player.x - (cam.viewportWidth/2), player.y - (cam.viewportHeight/2) );
}
function characterToGameObject( character:String, x:Float, y:Float ){
if( character!=" " ){ // no empty objects
var o = new h2d.Object( s2d );
var t = new h2d.Text( hxd.res.DefaultFont.get(), o );
t.text = character; t.scale( 2 );
o.setPosition( x *fieldSize, y *fieldSize );
// creating the "real" logical object
switch ( character ){
case "@": // the player
player = o;
// basic camera
s2d.camera.follow = player;
case "#": // walls
walls.push( o );
default:
trace('The character <$character> hasn\'t been assigned to a game object.'); // doesn't work right... but good enough
}
}
}
var dt_counter : Float = 0;
override function update(dt:Float) {
dt_counter += dt;
if( dt_counter > 0.1 ){ // 10 times per second
// player movement
if( hxd.Key.isDown( hxd.Key.UP ) || hxd.Key.isDown( hxd.Key.W ) )
moveIfPositionIsWallFree( player, player.x, player.y - fieldSize ); // okay the code's a bit clunky I admit that!
if( hxd.Key.isDown( hxd.Key.DOWN ) || hxd.Key.isDown( hxd.Key.S ) )
moveIfPositionIsWallFree( player, player.x, player.y + fieldSize );
if( hxd.Key.isDown( hxd.Key.LEFT ) || hxd.Key.isDown( hxd.Key.A ) )
moveIfPositionIsWallFree( player, player.x - fieldSize, player.y );
if( hxd.Key.isDown( hxd.Key.RIGHT ) || hxd.Key.isDown( hxd.Key.D ) )
moveIfPositionIsWallFree( player, player.x + fieldSize, player.y );
dt_counter -= 0.1; // reset
// could also just do `dt_counter = 0;` but is less fine
}
}
function moveIfPositionIsWallFree( obj:h2d.Object, x:Float, y:Float ) {
if( checkIfPositionIsWallFree(x,y) )
obj.setPosition(x,y);
}
function checkIfPositionIsWallFree( x:Float, y:Float ) : Bool {
var free = true;
for( w in walls ){
if( w.x == x && w.y == y )
free = false;
}
return free;
}
}
-lib heaps
-lib hlsdl
-main Roguelike
-hl roguelike.hl
-
The user could even create their own levels in a simple text file editor. You could then get the string by
sys.io.File.getContent( "path/to/file.txt" )
and use the string as alevelString
input. -
You can also close the gaps in the walls (the gaps between the letters). You can scale up each
h2d.Text
object by a higher factor (3
for instance). However to completely close all gaps you may have to split upfieldSize
into two values (likefieldW
andfieldH
), depending on the letter size of the Font you are using.