forked from NotAShelf/rogged
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8 changed files with 297 additions and 47 deletions
2
Justfile
2
Justfile
|
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@ -13,7 +13,7 @@ clean:
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# Format all C source files
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fmt:
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clang-format -i src/*.c src/*.h
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zig fmt **/*.zig
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zig fmt libs/combat/*.zig
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# Check formatting
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fmt-check:
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|
|
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122
README.md
122
README.md
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@ -1,3 +1,121 @@
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# rogged
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# Rogged
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I got rogged :/
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Turn-based roguelike dungeon crawler, built in C99 and with a dash of Zig to
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serve as a learning opportunity. Rogged is basically a classic roguelike where
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you descend through floors of a procedurally generated dungeon, fighting
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enemies, managing inventory, and trying to reach the bottom alive.
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A non-exhaustive list of its (current) features:
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- Turn-based combat with damage variance, critical hits, dodge, and block
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mechanics
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- Damage classes (Slash, Impact, Pierce, Fire, and Poison)
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- Status effects (Poison, Bleed, Stun, Weaken, and Burn)
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- Various enemy classes (Goblin, Skeleton, Orc) with distinct resistance
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profiles
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- Procedural dungeon generation with rooms and corridors, seeded per floor
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- Inventory and equipment system (weapons, armor, potions)
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- Procedural audio via raylib
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- ASCII-inspired tile rendering, with HP bars and floating damage text
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**Controls:**
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| Key | Action |
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| ------------- | ----------------------------------- |
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| WASD / Arrows | Move or attack |
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| G | Pick up item |
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| I | Open inventory |
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| U | Use a potion |
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| E | Equip item from inventory |
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| D | Drop item |
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| Y / N | Confirm / decline descending stairs |
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| R | Restart (on game over) |
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| Q | Quit |
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## Build Instructions
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Rogged is built with C99 and Zig. Besides `raylib` and `pkg-config` you will
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need a C compiler and basic Zig tooling. For now, we use C99 and Zig 0.15.2.
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Those might change in the future.
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Additionally you will need `clang-format` and `just` for the developer workflow
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if you plan to contribute.
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### Using Nix (Recommended)
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The recommended developer tooling is [Nix](https://nixos.org). This provides a
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pure, reproducible devshell across all machines.
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```sh
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# Enter the development shell
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$ nix develop
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# Build and run
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$ just dev
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```
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### Manual Build
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```sh
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# Full build
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$ zig build
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# Build and run
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$ zig build run
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# or
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$ just dev
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```
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|
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### Task Runner Commands
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|
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There's a `Justfile` designed to make common tasks somewhat easier. For now,
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they are as follows:
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|
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```sh
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just build # zig build
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just dev # zig build run
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just clean # remove zig-out/ and .zig-cache/
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just fmt # format all C and Zig source files
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just fmt-check # check formatting
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```
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If the project gets more complicated, new tasks might be added.
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## Future Plans
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The game is currently **playable end-to-end** but it lacks _serious_ polish to
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claim its place as a fun roguelike. Some of the features I'd like to introduce,
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in no particular order, are as follows:
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- [ ] **Save / Load system** - Persist and restore game state between sessions
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- [ ] **More enemy variety** - Additional enemy types with unique abilities
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- [ ] **More item variety** - Rings, wands, scrolls, and cursed items
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- [ ] **Multiple floors beyond 5** - Endless or configurable depth
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- [ ] **Test suite** - Unit tests for combat math, dungeon generation, and RNG
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- [ ] **Field of view** - Fog of war and line-of-sight mechanics
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- [ ] **Level transitions** - Upward stairs and floor teleportation
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- [ ] **Achievements / death log** - Track runs and causes of death with a
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leaderboard
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- [ ] **UI polish** - Better message log history, item descriptions, death
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screen
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In addition, it might be interesting to allow customizing the "world state" by
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as scripting API. Though, that is for much later.
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## Attributions
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[Shattered Pixel Dungeon]: https://github.com/00-Evan/shattered-pixel-dungeon
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[Raylib]: https://www.raylib.com
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This project draws a fair bit of inspiration from [Shattered Pixel Dungeon].
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While the mechanics are generally different, and commit to remain as such, I
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cannot deny the amount of inspiration & ideas Shattered Pixel Dungeon has given
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me. It's a GPL licensed project, and no code was borrowed. Still, some
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resemblance may occur.
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Additionally, _huge_ thanks to [Raylib] for how easy it made graphics and audio.
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This was perhaps my best experience in developing a graphical application, and
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CERTAINLY the most ergonomic when it comes to writing a game.
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_I got rogged :/_
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|
|
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BIN
assets/sounds/levelcomplete.wav
Normal file
BIN
assets/sounds/levelcomplete.wav
Normal file
Binary file not shown.
28
src/audio.c
28
src/audio.c
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@ -94,7 +94,29 @@ void audio_play_player_damage(void) {
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void audio_play_stairs(void) {
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// Ascending stairs sound
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play_tone(400.0f, 0.1f, 0.3f);
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play_tone(600.0f, 0.1f, 0.3f);
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play_tone(800.0f, 0.15f, 0.3f);
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Sound staircase = LoadSound("./assets/sounds/levelcomplete.wav");
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PlaySound(staircase);
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}
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void audio_play_dodge(void) {
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// High-pitched whoosh
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play_tone(900.0f, 0.08f, 0.3f);
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}
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void audio_play_block(void) {
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// Low-then-mid metallic clang
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play_tone(250.0f, 0.06f, 0.5f);
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play_tone(350.0f, 0.04f, 0.3f);
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}
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void audio_play_crit(void) {
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// Sharp crack with high-pitched follow
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play_tone(600.0f, 0.05f, 0.7f);
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play_tone(900.0f, 0.1f, 0.5f);
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}
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void audio_play_proc(void) {
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// Ascending two-tone proc chime
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play_tone(500.0f, 0.08f, 0.4f);
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play_tone(700.0f, 0.1f, 0.35f);
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}
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12
src/audio.h
12
src/audio.h
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@ -25,4 +25,16 @@ void audio_play_player_damage(void);
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// Play stairs/level change sound
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void audio_play_stairs(void);
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// Play dodge sound
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void audio_play_dodge(void);
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// Play block sound
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void audio_play_block(void);
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// Play critical hit sound
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void audio_play_crit(void);
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// Play status effect proc sound
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void audio_play_proc(void);
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#endif // AUDIO_H
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|
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@ -108,6 +108,8 @@ typedef struct {
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int value;
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int lifetime; // frames remaining
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int is_critical;
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char label[8]; // non-empty -> show label instead of numeric value
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StatusEffectType effect_type; // used to pick color for proc labels
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} FloatingText;
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// GameState - encapsulates all game state for testability and save/load
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|
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105
src/main.c
105
src/main.c
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@ -23,21 +23,20 @@ static void add_log(GameState *gs, const char *msg) {
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}
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}
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// Reuse an expired float slot, or claim the next free one
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static int float_slot(GameState *gs) {
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if (gs->floating_count < 8)
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return gs->floating_count++;
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for (int i = 0; i < 8; i++) {
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if (gs->floating_texts[i].lifetime <= 0)
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return i;
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}
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return -1;
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}
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// spawn floating damage text
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static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_critical) {
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// Reuse an expired slot if all slots are taken
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int slot = -1;
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if (gs->floating_count < 8) {
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slot = gs->floating_count;
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gs->floating_count++;
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} else {
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for (int i = 0; i < 8; i++) {
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if (gs->floating_texts[i].lifetime <= 0) {
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slot = i;
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break;
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}
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}
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}
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int slot = float_slot(gs);
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if (slot < 0)
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return;
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gs->floating_texts[slot].x = x;
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@ -45,6 +44,34 @@ static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_c
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gs->floating_texts[slot].value = value;
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gs->floating_texts[slot].lifetime = 60;
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gs->floating_texts[slot].is_critical = is_critical;
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gs->floating_texts[slot].label[0] = '\0'; // numeric, no label
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gs->floating_texts[slot].effect_type = EFFECT_NONE;
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}
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// spawn floating label text (DODGE, BLOCK, CRIT!, proc names, SLAIN)
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static void spawn_floating_label(GameState *gs, int x, int y, const char *label, StatusEffectType effect_type) {
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int slot = float_slot(gs);
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if (slot < 0)
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return;
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gs->floating_texts[slot].x = x;
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gs->floating_texts[slot].y = y;
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gs->floating_texts[slot].value = 0;
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gs->floating_texts[slot].lifetime = 60;
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gs->floating_texts[slot].is_critical = 0;
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gs->floating_texts[slot].effect_type = effect_type;
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strncpy(gs->floating_texts[slot].label, label, 7);
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gs->floating_texts[slot].label[7] = '\0';
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}
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static const char *proc_label_for(StatusEffectType effect) {
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switch (effect) {
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case EFFECT_POISON: return "POISON!";
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case EFFECT_BLEED: return "BLEED!";
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case EFFECT_BURN: return "BURN!";
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case EFFECT_STUN: return "STUN!";
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case EFFECT_WEAKEN: return "WEAKEN!";
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default: return "";
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}
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}
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// update floating texts and screen shake
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@ -130,7 +157,8 @@ static void tick_all_effects(GameState *gs) {
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}
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}
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static void post_action(GameState *gs) {
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// attacked_enemy: the enemy the player attacked this turn, or NULL if player only moved
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static void post_action(GameState *gs, Enemy *attacked_enemy) {
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gs->turn_count++;
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// Tick status effects at the start of this turn
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@ -146,13 +174,33 @@ static void post_action(GameState *gs) {
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return;
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}
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// combat feedback - player attacked enemy
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if (combat_get_last_damage() > 0 && !combat_was_player_damage()) {
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for (int i = 0; i < gs->enemy_count; i++) {
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if (!gs->enemies[i].alive) {
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spawn_floating_text(gs, gs->enemies[i].x * TILE_SIZE + 8, gs->enemies[i].y * TILE_SIZE,
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combat_get_last_damage(), combat_was_critical());
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break;
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// combat feedback - player attacked an enemy this turn
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if (attacked_enemy != NULL) {
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int ex = attacked_enemy->x * TILE_SIZE + 8;
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int ey = attacked_enemy->y * TILE_SIZE;
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if (combat_was_dodged()) {
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spawn_floating_label(gs, ex, ey, "DODGE", EFFECT_NONE);
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audio_play_dodge();
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} else {
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if (combat_get_last_damage() > 0)
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spawn_floating_text(gs, ex, ey, combat_get_last_damage(), combat_was_critical());
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if (combat_was_blocked()) {
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spawn_floating_label(gs, ex, ey - 10, "BLOCK", EFFECT_NONE);
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audio_play_block();
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}
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if (combat_was_critical()) {
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spawn_floating_label(gs, ex + 8, ey - 10, "CRIT!", EFFECT_NONE);
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audio_play_crit();
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}
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StatusEffectType applied = combat_get_applied_effect();
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if (applied != EFFECT_NONE) {
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spawn_floating_label(gs, ex, ey - 20, proc_label_for(applied), applied);
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audio_play_proc();
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}
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if (!attacked_enemy->alive) {
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spawn_floating_label(gs, ex, ey - 20, "SLAIN", EFFECT_NONE);
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audio_play_enemy_death();
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}
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}
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}
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@ -383,7 +431,7 @@ static int handle_movement_input(GameState *gs) {
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}
|
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|
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if (action)
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post_action(gs);
|
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post_action(gs, target); // target is NULL on move, enemy ptr on attack
|
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return action;
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}
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@ -456,15 +504,18 @@ static void game_loop(void) {
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BeginDrawing();
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ClearBackground(BLACK);
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// Draw game elements (with screen shake offset)
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if (gs.screen_shake > 0) {
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// Apply shake offset to drawing
|
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}
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// Draw game world with screen shake applied via camera offset
|
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Camera2D cam = {0};
|
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cam.zoom = 1.0f;
|
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cam.offset = (Vector2){(float)gs.shake_x, (float)gs.shake_y};
|
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BeginMode2D(cam);
|
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render_map(&gs.map);
|
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render_items(gs.items, gs.item_count);
|
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render_enemies(gs.enemies, gs.enemy_count);
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render_player(&gs.player);
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EndMode2D();
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||||
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||||
// Floating texts follow world shake
|
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render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y);
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render_ui(&gs.player);
|
||||
|
||||
|
|
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|||
71
src/render.c
71
src/render.c
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|
@ -61,12 +61,20 @@ void render_enemies(const Enemy *enemies, int count) {
|
|||
|
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DrawRectangleRec(rect, enemy_color);
|
||||
|
||||
// Draw hp bar above enemy
|
||||
int hp_percent = (enemies[i].hp * TILE_SIZE) / enemies[i].max_hp;
|
||||
if (hp_percent > 0) {
|
||||
Rectangle hp_bar = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE - 4), (float)hp_percent,
|
||||
// Draw hp bar above enemy, color-coded by health remaining
|
||||
int hp_pixels = (enemies[i].hp * TILE_SIZE) / enemies[i].max_hp;
|
||||
if (hp_pixels > 0) {
|
||||
float hp_ratio = (float)enemies[i].hp / (float)enemies[i].max_hp;
|
||||
Color bar_color;
|
||||
if (hp_ratio > 0.5f)
|
||||
bar_color = (Color){60, 180, 60, 255}; // green
|
||||
else if (hp_ratio > 0.25f)
|
||||
bar_color = (Color){200, 180, 40, 255}; // yellow
|
||||
else
|
||||
bar_color = (Color){200, 60, 60, 255}; // red
|
||||
Rectangle hp_bar = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE - 4), (float)hp_pixels,
|
||||
3};
|
||||
DrawRectangleRec(hp_bar, GREEN);
|
||||
DrawRectangleRec(hp_bar, bar_color);
|
||||
}
|
||||
}
|
||||
}
|
||||
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|
@ -287,6 +295,35 @@ void render_inventory_overlay(const Player *p, int selected) {
|
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(Color){65, 65, 65, 255});
|
||||
}
|
||||
|
||||
static Color label_color(FloatingText *ft, int alpha) {
|
||||
if (ft->label[0] == '\0')
|
||||
return (Color){255, 100, 100, alpha}; // numeric damage default
|
||||
if (strcmp(ft->label, "DODGE") == 0)
|
||||
return (Color){160, 160, 160, alpha};
|
||||
if (strcmp(ft->label, "BLOCK") == 0)
|
||||
return (Color){80, 130, 220, alpha};
|
||||
if (strcmp(ft->label, "CRIT!") == 0)
|
||||
return (Color){255, 200, 50, alpha};
|
||||
if (strcmp(ft->label, "SLAIN") == 0)
|
||||
return (Color){220, 50, 50, alpha};
|
||||
|
||||
// Proc label, color driven by effect_type stored in the struct
|
||||
switch (ft->effect_type) {
|
||||
case EFFECT_POISON:
|
||||
return (Color){50, 200, 50, alpha};
|
||||
case EFFECT_BLEED:
|
||||
return (Color){200, 50, 50, alpha};
|
||||
case EFFECT_BURN:
|
||||
return (Color){230, 130, 30, alpha};
|
||||
case EFFECT_STUN:
|
||||
return (Color){200, 200, 50, alpha};
|
||||
case EFFECT_WEAKEN:
|
||||
return (Color){120, 120, 120, alpha};
|
||||
default:
|
||||
return (Color){200, 200, 200, alpha};
|
||||
}
|
||||
}
|
||||
|
||||
void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y) {
|
||||
for (int i = 0; i < count; i++) {
|
||||
if (texts[i].lifetime <= 0)
|
||||
|
|
@ -294,15 +331,23 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak
|
|||
|
||||
int x = texts[i].x + shake_x;
|
||||
int y = texts[i].y + shake_y - (60 - texts[i].lifetime); // rise over time
|
||||
|
||||
float alpha = (float)texts[i].lifetime / 60.0f;
|
||||
Color color =
|
||||
texts[i].is_critical ? (Color){255, 200, 50, (int)(255 * alpha)} : (Color){255, 100, 100, (int)(255 * alpha)};
|
||||
int a = (int)(255 * alpha);
|
||||
|
||||
char text[16];
|
||||
snprintf(text, sizeof(text), "%d", texts[i].value);
|
||||
int text_w = MeasureText(text, 18);
|
||||
DrawText(text, x - text_w / 2, y, 18, color);
|
||||
if (texts[i].label[0] != '\0') {
|
||||
// Label text (DODGE, BLOCK, CRIT!, proc name, SLAIN)
|
||||
int font_size = (texts[i].label[0] == 'C') ? 16 : 14; // CRIT! slightly larger
|
||||
Color color = label_color(&texts[i], a);
|
||||
int text_w = MeasureText(texts[i].label, font_size);
|
||||
DrawText(texts[i].label, x - text_w / 2, y, font_size, color);
|
||||
} else {
|
||||
// Numeric damage
|
||||
Color color = texts[i].is_critical ? (Color){255, 200, 50, a} : (Color){255, 100, 100, a};
|
||||
char text[16];
|
||||
snprintf(text, sizeof(text), "%d", texts[i].value);
|
||||
int text_w = MeasureText(text, 18);
|
||||
DrawText(text, x - text_w / 2, y, 18, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -327,8 +372,8 @@ void render_message(const char *message) {
|
|||
|
||||
int msg_len = strlen(message);
|
||||
float msg_ratio = 13.5;
|
||||
// Draw message box
|
||||
|
||||
// Draw message box
|
||||
// TODO: Separate out the calculation of the x/y and width/height so that if a message takes up more than, say,
|
||||
// 75% of the screen width, we add a line break and increase the height. That would then require calculating the
|
||||
// width based on the longest line.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue