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8 changed files with 47 additions and 297 deletions

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@ -13,7 +13,7 @@ clean:
# Format all C source files
fmt:
clang-format -i src/*.c src/*.h
zig fmt libs/combat/*.zig
zig fmt **/*.zig
# Check formatting
fmt-check:

122
README.md
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@ -1,121 +1,3 @@
# Rogged
# rogged
Turn-based roguelike dungeon crawler, built in C99 and with a dash of Zig to
serve as a learning opportunity. Rogged is basically a classic roguelike where
you descend through floors of a procedurally generated dungeon, fighting
enemies, managing inventory, and trying to reach the bottom alive.
A non-exhaustive list of its (current) features:
- Turn-based combat with damage variance, critical hits, dodge, and block
mechanics
- Damage classes (Slash, Impact, Pierce, Fire, and Poison)
- Status effects (Poison, Bleed, Stun, Weaken, and Burn)
- Various enemy classes (Goblin, Skeleton, Orc) with distinct resistance
profiles
- Procedural dungeon generation with rooms and corridors, seeded per floor
- Inventory and equipment system (weapons, armor, potions)
- Procedural audio via raylib
- ASCII-inspired tile rendering, with HP bars and floating damage text
**Controls:**
| Key | Action |
| ------------- | ----------------------------------- |
| WASD / Arrows | Move or attack |
| G | Pick up item |
| I | Open inventory |
| U | Use a potion |
| E | Equip item from inventory |
| D | Drop item |
| Y / N | Confirm / decline descending stairs |
| R | Restart (on game over) |
| Q | Quit |
## Build Instructions
Rogged is built with C99 and Zig. Besides `raylib` and `pkg-config` you will
need a C compiler and basic Zig tooling. For now, we use C99 and Zig 0.15.2.
Those might change in the future.
Additionally you will need `clang-format` and `just` for the developer workflow
if you plan to contribute.
### Using Nix (Recommended)
The recommended developer tooling is [Nix](https://nixos.org). This provides a
pure, reproducible devshell across all machines.
```sh
# Enter the development shell
$ nix develop
# Build and run
$ just dev
```
### Manual Build
```sh
# Full build
$ zig build
# Build and run
$ zig build run
# or
$ just dev
```
### Task Runner Commands
There's a `Justfile` designed to make common tasks somewhat easier. For now,
they are as follows:
```sh
just build # zig build
just dev # zig build run
just clean # remove zig-out/ and .zig-cache/
just fmt # format all C and Zig source files
just fmt-check # check formatting
```
If the project gets more complicated, new tasks might be added.
## Future Plans
The game is currently **playable end-to-end** but it lacks _serious_ polish to
claim its place as a fun roguelike. Some of the features I'd like to introduce,
in no particular order, are as follows:
- [ ] **Save / Load system** - Persist and restore game state between sessions
- [ ] **More enemy variety** - Additional enemy types with unique abilities
- [ ] **More item variety** - Rings, wands, scrolls, and cursed items
- [ ] **Multiple floors beyond 5** - Endless or configurable depth
- [ ] **Test suite** - Unit tests for combat math, dungeon generation, and RNG
- [ ] **Field of view** - Fog of war and line-of-sight mechanics
- [ ] **Level transitions** - Upward stairs and floor teleportation
- [ ] **Achievements / death log** - Track runs and causes of death with a
leaderboard
- [ ] **UI polish** - Better message log history, item descriptions, death
screen
In addition, it might be interesting to allow customizing the "world state" by
as scripting API. Though, that is for much later.
## Attributions
[Shattered Pixel Dungeon]: https://github.com/00-Evan/shattered-pixel-dungeon
[Raylib]: https://www.raylib.com
This project draws a fair bit of inspiration from [Shattered Pixel Dungeon].
While the mechanics are generally different, and commit to remain as such, I
cannot deny the amount of inspiration & ideas Shattered Pixel Dungeon has given
me. It's a GPL licensed project, and no code was borrowed. Still, some
resemblance may occur.
Additionally, _huge_ thanks to [Raylib] for how easy it made graphics and audio.
This was perhaps my best experience in developing a graphical application, and
CERTAINLY the most ergonomic when it comes to writing a game.
_I got rogged :/_
I got rogged :/

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@ -94,29 +94,7 @@ void audio_play_player_damage(void) {
void audio_play_stairs(void) {
// Ascending stairs sound
Sound staircase = LoadSound("./assets/sounds/levelcomplete.wav");
PlaySound(staircase);
}
void audio_play_dodge(void) {
// High-pitched whoosh
play_tone(900.0f, 0.08f, 0.3f);
}
void audio_play_block(void) {
// Low-then-mid metallic clang
play_tone(250.0f, 0.06f, 0.5f);
play_tone(350.0f, 0.04f, 0.3f);
}
void audio_play_crit(void) {
// Sharp crack with high-pitched follow
play_tone(600.0f, 0.05f, 0.7f);
play_tone(900.0f, 0.1f, 0.5f);
}
void audio_play_proc(void) {
// Ascending two-tone proc chime
play_tone(500.0f, 0.08f, 0.4f);
play_tone(700.0f, 0.1f, 0.35f);
play_tone(400.0f, 0.1f, 0.3f);
play_tone(600.0f, 0.1f, 0.3f);
play_tone(800.0f, 0.15f, 0.3f);
}

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@ -25,16 +25,4 @@ void audio_play_player_damage(void);
// Play stairs/level change sound
void audio_play_stairs(void);
// Play dodge sound
void audio_play_dodge(void);
// Play block sound
void audio_play_block(void);
// Play critical hit sound
void audio_play_crit(void);
// Play status effect proc sound
void audio_play_proc(void);
#endif // AUDIO_H

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@ -108,8 +108,6 @@ typedef struct {
int value;
int lifetime; // frames remaining
int is_critical;
char label[8]; // non-empty -> show label instead of numeric value
StatusEffectType effect_type; // used to pick color for proc labels
} FloatingText;
// GameState - encapsulates all game state for testability and save/load

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@ -23,20 +23,21 @@ static void add_log(GameState *gs, const char *msg) {
}
}
// Reuse an expired float slot, or claim the next free one
static int float_slot(GameState *gs) {
if (gs->floating_count < 8)
return gs->floating_count++;
for (int i = 0; i < 8; i++) {
if (gs->floating_texts[i].lifetime <= 0)
return i;
}
return -1;
}
// spawn floating damage text
static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_critical) {
int slot = float_slot(gs);
// Reuse an expired slot if all slots are taken
int slot = -1;
if (gs->floating_count < 8) {
slot = gs->floating_count;
gs->floating_count++;
} else {
for (int i = 0; i < 8; i++) {
if (gs->floating_texts[i].lifetime <= 0) {
slot = i;
break;
}
}
}
if (slot < 0)
return;
gs->floating_texts[slot].x = x;
@ -44,34 +45,6 @@ static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_c
gs->floating_texts[slot].value = value;
gs->floating_texts[slot].lifetime = 60;
gs->floating_texts[slot].is_critical = is_critical;
gs->floating_texts[slot].label[0] = '\0'; // numeric, no label
gs->floating_texts[slot].effect_type = EFFECT_NONE;
}
// spawn floating label text (DODGE, BLOCK, CRIT!, proc names, SLAIN)
static void spawn_floating_label(GameState *gs, int x, int y, const char *label, StatusEffectType effect_type) {
int slot = float_slot(gs);
if (slot < 0)
return;
gs->floating_texts[slot].x = x;
gs->floating_texts[slot].y = y;
gs->floating_texts[slot].value = 0;
gs->floating_texts[slot].lifetime = 60;
gs->floating_texts[slot].is_critical = 0;
gs->floating_texts[slot].effect_type = effect_type;
strncpy(gs->floating_texts[slot].label, label, 7);
gs->floating_texts[slot].label[7] = '\0';
}
static const char *proc_label_for(StatusEffectType effect) {
switch (effect) {
case EFFECT_POISON: return "POISON!";
case EFFECT_BLEED: return "BLEED!";
case EFFECT_BURN: return "BURN!";
case EFFECT_STUN: return "STUN!";
case EFFECT_WEAKEN: return "WEAKEN!";
default: return "";
}
}
// update floating texts and screen shake
@ -157,8 +130,7 @@ static void tick_all_effects(GameState *gs) {
}
}
// attacked_enemy: the enemy the player attacked this turn, or NULL if player only moved
static void post_action(GameState *gs, Enemy *attacked_enemy) {
static void post_action(GameState *gs) {
gs->turn_count++;
// Tick status effects at the start of this turn
@ -174,33 +146,13 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
return;
}
// combat feedback - player attacked an enemy this turn
if (attacked_enemy != NULL) {
int ex = attacked_enemy->x * TILE_SIZE + 8;
int ey = attacked_enemy->y * TILE_SIZE;
if (combat_was_dodged()) {
spawn_floating_label(gs, ex, ey, "DODGE", EFFECT_NONE);
audio_play_dodge();
} else {
if (combat_get_last_damage() > 0)
spawn_floating_text(gs, ex, ey, combat_get_last_damage(), combat_was_critical());
if (combat_was_blocked()) {
spawn_floating_label(gs, ex, ey - 10, "BLOCK", EFFECT_NONE);
audio_play_block();
}
if (combat_was_critical()) {
spawn_floating_label(gs, ex + 8, ey - 10, "CRIT!", EFFECT_NONE);
audio_play_crit();
}
StatusEffectType applied = combat_get_applied_effect();
if (applied != EFFECT_NONE) {
spawn_floating_label(gs, ex, ey - 20, proc_label_for(applied), applied);
audio_play_proc();
}
if (!attacked_enemy->alive) {
spawn_floating_label(gs, ex, ey - 20, "SLAIN", EFFECT_NONE);
audio_play_enemy_death();
// combat feedback - player attacked enemy
if (combat_get_last_damage() > 0 && !combat_was_player_damage()) {
for (int i = 0; i < gs->enemy_count; i++) {
if (!gs->enemies[i].alive) {
spawn_floating_text(gs, gs->enemies[i].x * TILE_SIZE + 8, gs->enemies[i].y * TILE_SIZE,
combat_get_last_damage(), combat_was_critical());
break;
}
}
}
@ -431,7 +383,7 @@ static int handle_movement_input(GameState *gs) {
}
if (action)
post_action(gs, target); // target is NULL on move, enemy ptr on attack
post_action(gs);
return action;
}
@ -504,18 +456,15 @@ static void game_loop(void) {
BeginDrawing();
ClearBackground(BLACK);
// Draw game world with screen shake applied via camera offset
Camera2D cam = {0};
cam.zoom = 1.0f;
cam.offset = (Vector2){(float)gs.shake_x, (float)gs.shake_y};
BeginMode2D(cam);
// Draw game elements (with screen shake offset)
if (gs.screen_shake > 0) {
// Apply shake offset to drawing
}
render_map(&gs.map);
render_items(gs.items, gs.item_count);
render_enemies(gs.enemies, gs.enemy_count);
render_player(&gs.player);
EndMode2D();
// Floating texts follow world shake
render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y);
render_ui(&gs.player);

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@ -61,20 +61,12 @@ void render_enemies(const Enemy *enemies, int count) {
DrawRectangleRec(rect, enemy_color);
// 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,
// 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,
3};
DrawRectangleRec(hp_bar, bar_color);
DrawRectangleRec(hp_bar, GREEN);
}
}
}
@ -295,35 +287,6 @@ void render_inventory_overlay(const Player *p, int selected) {
(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)
@ -331,25 +294,17 @@ 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;
int a = (int)(255 * alpha);
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};
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)};
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);
}
}
}
void render_game_over(void) {
// Semi-transparent overlay
@ -372,8 +327,8 @@ void render_message(const char *message) {
int msg_len = strlen(message);
float msg_ratio = 13.5;
// 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.