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              body {
  margin: 0;
  padding: 0;
  font-family: 'Press Start 2P', sans-serif;
  background-color: black;
}

            
          
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              const routeReducers = reducers => (state, action) =>
  reducers[action.type] ? reducers[action.type](state, action) : state;

const TileType = {
  WALL: "WALL",
  PATH: "PATH",
  PLAYER: "PLAYER",
  ENEMY: "ENEMY",
  HEALTH: "HEALTH",
  WEAPON: "WEAPON"
};

const Weapon = {
  KNIFE: "KNIFE",
  DAGGER: "DAGGER",
  AXE: "AXE",
  SWORD: "SWORD",
  PIKE: "PIKE"
};

const Damage = {
  KNIFE: 20,
  DAGGER: 25,
  AXE: 30,
  SWORD: 35,
  PIKE: 50
};

const Move = {
  LEFT: "LEFT",
  RIGHT: "RIGHT",
  UP: "UP",
  DOWN: "DOWN"
};

const Direction = {
  37: Move.LEFT,
  38: Move.UP,
  39: Move.RIGHT,
  40: Move.DOWN
};

const getRandomMap = () =>
  fetch(
    "https://rogue-api.herokuapp.com/api/rogue?width=70&height=35"
  ).then(response => response.json().then(res => res.map));

const getEmptyRandomTile = board => {
  let row = Math.floor(Math.random() * (board.length - 2) + 1),
    col = Math.floor(Math.random() * (board[0].length - 2) + 1);
  return board[row][col].type === TileType.PATH
    ? { row, col }
    : getEmptyRandomTile(board);
};

const scatterGameObjects = (board, objects) => {
  let location;
  for (let i = 0; i < objects.length; i++) {
    location = getEmptyRandomTile(board);
    board[location.row][location.col] = objects[i];
  }
};

const nextPosition = (state, direction) => {
  const { row, col } = state.playerPosition;
  switch (direction) {
    case Move.LEFT:
      return { row, col: col - 1 };
    case Move.UP:
      return { row: row - 1, col };
    case Move.RIGHT:
      return { row, col: col + 1 };
    case Move.DOWN:
      return { row: row + 1, col };
    default:
      return state.playerPosition;
  }
};

const store = Redux.createStore(
  routeReducers({
    initialize: (state = {}, action) => {
      let gameMap = action.gameMap.map(row =>
        row.map(
          col => (col === 1 ? { type: TileType.WALL } : { type: TileType.PATH })
        )
      );
      const playerPosition = getEmptyRandomTile(gameMap);
      gameMap[playerPosition.row][playerPosition.col] = {
        type: TileType.PLAYER,
        level: 1,
        hp: 60,
        xp: 0,
        weapon: Weapon.KNIFE
      };
      const gameObjects = [
        {
          type: TileType.ENEMY,
          isBoss: true,
          hp: 100,
          weapon: Weapon.PIKE
        },
        {
          type: TileType.ENEMY,
          isBoss: false,
          hp: 80,
          weapon: Weapon.SWORD
        },
        {
          type: TileType.ENEMY,
          isBoss: false,
          hp: 60,
          weapon: Weapon.AXE
        },
        {
          type: TileType.ENEMY,
          isBoss: false,
          hp: 40,
          weapon: Weapon.DAGGER
        },
        {
          type: TileType.HEALTH,
          hp: 60
        },
        {
          type: TileType.HEALTH,
          hp: 80
        },
        {
          type: TileType.HEALTH,
          hp: 100
        },
        {
          type: TileType.WEAPON,
          weapon: Weapon.SWORD
        },
        {
          type: TileType.WEAPON,
          weapon: Weapon.DAGGER
        },
        {
          type: TileType.WEAPON,
          weapon: Weapon.AXE
        }
      ];
      scatterGameObjects(gameMap, gameObjects);
      return {
        gameMap: Immutable.fromJS(gameMap),
        playerPosition,
        gameState: "playing"
      };
    },
    move: (state = {}, action) => {
      const { row: or, col: oc } = state.playerPosition,
        op = state.gameMap.get(or).get(oc),
        { row: nr, col: nc } = nextPosition(state, action.direction),
        ot = state.gameMap.get(nr).get(nc);
      switch (ot.get("type")) {
        case TileType.WALL:
          return state;
        case TileType.PATH:
          return {
            ...state,
            gameMap: state.gameMap
              .update(or, row => row.set(oc, ot))
              .update(nr, row => row.set(nc, op)),
            playerPosition: { row: nr, col: nc }
          };
        case TileType.HEALTH:
          return {
            ...state,
            gameMap: state.gameMap
              .update(or, row =>
                row.set(oc, Immutable.Map({ type: TileType.PATH }))
              )
              .update(nr, row =>
                row.set(nc, op.update("hp", hp => hp + ot.get("hp")))
              ),
            playerPosition: { row: nr, col: nc }
          };
        case TileType.WEAPON:
          return {
            ...state,
            gameMap: state.gameMap
              .update(or, row =>
                row.set(oc, Immutable.Map({ type: TileType.PATH }))
              )
              .update(nr, row =>
                row.set(
                  nc,
                  op.update(
                    "weapon",
                    weapon =>
                      Damage[ot.get("weapon")] > Damage[weapon]
                        ? ot.get("weapon")
                        : weapon
                  )
                )
              ),
            playerPosition: { row: nr, col: nc }
          };
        case TileType.ENEMY:
          const ne = ot.update(
            "hp",
            hp => hp - Damage[op.get("weapon")] * op.get("level")
          ),
            ned = ne.get("hp") <= 0,
            nxp = ned ? op.get("xp") + 500 : op.get("xp"),
            nl = nxp >= 1000 ? op.get("level") + 1 : op.get("level"),
            np = op
              .update("hp", hp => hp - Damage[ot.get("weapon")])
              .set("xp", nxp % 1000)
              .set("level", nl);
          if (np.get("hp") <= 0) return { ...state, gameState: "lost" };
          if (ned && ne.get("isBoss")) return { ...state, gameState: "won" };
          if (ned) {
            return {
              ...state,
              gameMap: state.gameMap
                .update(or, row =>
                  row.set(oc, Immutable.Map({ type: TileType.PATH }))
                )
                .update(nr, row => row.set(nc, np)),
              playerPosition: { row: nr, col: nc }
            };
          }
          return {
            ...state,
            gameMap: state.gameMap
              .update(or, row => row.set(oc, np))
              .update(nr, row => row.set(nc, ne))
          };
        default:
          return state;
      }
    }
  })
);

const distance = ({ row: r1, col: c1 }, { row: r2, col: c2 }) => {
  return Math.sqrt((r1 - r2) ** 2 + (c1 - c2) ** 2);
};

const tileColor = tile => {
  switch (tile.type) {
    case TileType.WALL:
      return "#8D6E63";
    case TileType.PATH:
      return "white";
    case TileType.PLAYER:
      return "#01579B";
    case TileType.ENEMY:
      return tile.isBoss ? "#7B1FA2" : "#D32F2F";
    case TileType.HEALTH:
      return "#388E3C";
    case TileType.WEAPON:
      return "#FFEB3B";
    default:
      return "#8D6E63";
  }
};

const Header = () => {
  const headerStyle = {
    paddingTop: "30px",
    fontSize: '22px',
    color: '#FF5722',
    fontWeight: 'bold'
  };
  const subHeaderStyle = {
    fontSize: '15px',
    color: '#FFFF00',
    paddingBottom: '20px'
  }
  return (
    <div>
    <div style={headerStyle}>React Roguelike Dungeon Crawler Game</div>;
      <div style={subHeaderStyle}>Play with arrow keys (Click anywhere to start)</div>
    </div>
    )
};

const Gauge = ({ type, value }) => {
  const gaugeStyle = {
    display: "inline-block",
    margin: "0 10px",
    color: '#FF8A65'
  };
  return <div style={gaugeStyle}>{type}: {value}</div>;
};

const Notify = ({ gameState }) => {
  const notifyStyle = {
    color: 'white'
  };
  const gameStateStyle = {
    color: gameState === 'won' ? 'green' : 'red'
  };
  return (
    <div style={notifyStyle}>
      <div>You have <span style={gameStateStyle}>{gameState}</span> the Game.</div>
      <br/>
      <div>Press <span style={{color: 'yellow'}}>Spacebar</span> to restart.</div>
    </div>
  );
};

const Cell = ({ tile, location, playerLocation }) => {
  const cellStyle = {
    height: "12px",
    width: "12px",
    display: "inline-block",
    backgroundColor: distance(location, playerLocation) >= 5
      ? "black"
      : tileColor(tile),
    border: tile.type === TileType.WALL ? '1px dashed #4E342E': '1px solid transparent',
    boxSizing: 'border-box'
  };
  return <div style={cellStyle} />;
};

const Row = ({ row, rowIndex, playerLocation }) => {
  const rowStyle = {
    height: "12px"
  };
  return (
    <div style={rowStyle}>
      {row.map((cell, index) =>
        <Cell
          tile={cell}
          key={index}
          location={{ row: rowIndex, col: index }}
          playerLocation={playerLocation}
        />
      )}
    </div>
  );
};

const Map = ({ gameMap, playerLocation }) => {
  return (
    <div style={{marginTop: '20px'}}>
      {gameMap.map((row, index) =>
        <Row
          row={row}
          key={index}
          rowIndex={index}
          playerLocation={playerLocation}
        />
      )}
    </div>
  );
};

const Game = ({ state }) => {
  const gameMap = state.gameMap.toJS(),
    player = gameMap[state.playerPosition.row][state.playerPosition.col];
  const gameStyle = {
    textAlign: 'center'
  }
  return (
    <div style={gameStyle}>
      <Header />
      {state.gameState === "playing"
        ? [
            <Gauge type="Health" value={player.hp} />,
            <Gauge type="Weapon" value={player.weapon.toLowerCase()} />,
            <Gauge type="Attack" value={Damage[player.weapon]} />,
            <Gauge type="XP" value={player.xp} />,
            <Gauge type="Level" value={player.level} />,
            <Map gameMap={gameMap} playerLocation={state.playerPosition} />
          ]
        : <Notify gameState={state.gameState} />}
    </div>
  );
};

const initialize = () =>
  getRandomMap().then(gameMap =>
    store.dispatch({ type: "initialize", gameMap })
  );

window.addEventListener("keydown", event => {
  if (
    event.which >= 37 &&
    event.which <= 40 &&
    store.getState().gameState === "playing"
  )
    store.dispatch({ type: "move", direction: Direction[event.which] });
  else if (event.which === 32 && store.getState().gameState !== "playing")
    initialize();
});

const render = () =>
  ReactDOM.render(
    <Game state={store.getState()} />,
    document.getElementById("root")
  );
store.subscribe(() => render());
initialize();

            
          
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