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HTML

              
                <div id="react-container"></div>
              
            
!

CSS

              
                $cellW: 10px;
$cellH: $cellW;
$tableW: 640px;

#map-container {
  //line-height: 0px;
  //background-color: black;
  //border: 5px solid Silver;
  //border-radius: 10px;
}

.border {
  border: 1px solid black;
}

.vcenter {
  //display: flex;
  //flex-direction: column;
  //justify-content: center;
}

.legend-button {
  display: inline-block;
}

#status-bar {
  width: $tableW;
  margin: auto;
}

.cell {
  display: block;
  width: $cellW;
  height: $cellH;
  padding: 0px;
  margin: 0px;
  &.wall {
    background-color: DimGrey;
  }
  &.floor {
    background-color: Linen;
  }
  &.player {
    background-color: GoldenRod;
  }
  &.potion {
    background-color: Aquamarine;
  }
  &.weapon {
    background-color: Indigo;
  }
  &.monster {
    background-color: FireBrick;
  }
  &.fog {
    background-color: LightGrey;
  }
  &.fog-wall {
    background-color: mix(DimGrey,black);
  }
  &.fog-floor {
    background-color: mix(Linen,black);
  }
  &.unknown {
    background-color: black;
  }
  &.boss {
    background-color: OrangeRed;
  }
}

.hidden {
  visibility: hidden;
}

.map-col {
  display: inline-block;
  line-height: 0px;
  margin: 0px;
  padding: 0px;
  width: $cellW;
}

#rogue-game {
  text-align: center;
  width: 80%;
  margin: auto;
}
              
            
!

JS

              
                /* stuff to fiddle with */
const mapW = 64,
      mapH = 36;

const potionHP = 20;
const baseAttack = 10;

var legend = [
  {name:'Wall',     desc:'An impassable wall.'},
  {name:'Floor',    desc:'This floor was made for walking!'},
  {name:'Player',   desc:'That\'s you!'},
  {name:'Potion',   desc:'The only way to get health. '+potionHP+'HP per potion.'},
  {name:'Weapon',   desc:'Upgrade your weapon to increase your ATK. Player ATK = (10 + weapon ATK) x LVL'},
  {name:'Monster',  desc:'Kill these to get XP!'},
  {name:'Boss',     desc:'Kill the boss to win the game. Be careful - he\'s pretty strong!'},
   ];
/* ~~~~~~~~~~~~~~~~~~~~ */

var keys = {w:87,s:83,a:65,d:68};

var Button = ReactBootstrap.Button,
    Modal  = ReactBootstrap.Modal,
    Grid   = ReactBootstrap.Grid,
    Row    = ReactBootstrap.Row,
    Col    = ReactBootstrap.Col,
    Table  = ReactBootstrap.Table;

function Cell(tile){
  this.tile = tile;
  this.entity = null;
  this.visible = false;
  this.seen = false;
  this.passable = function(){
    if (this.entity){
      return (this.tile.passable && this.entity.passable);
    }
    return (this.tile.passable);
  }
}

function Entity(settings){
  if (!(settings instanceof Object)){
    console.log('error');
    console.log(settings);
    return;
  }
  this.tooltip = function(){
    return this.name;
  };
  
  var k = Object.keys(settings);
  for (var i=0; i<k.length; i++){
    this[k[i]] = settings[k[i]];
  }
}

var tiles = {
  floor: {v:0, type:'floor', passable: true},
  wall: {v:1, type:'wall', passable: false}
};

var weapons = [{
  name: 'Dagger',
  atk: 1
}, {
  name: 'Shortsword',
  atk: 5
}, {
  name: 'Longsword',
  atk: 10
}, {
  name: 'Halberd',
  atk: 15
}, {
  name: 'Battle axe',
  atk: 20
}, {
  name: 'Death\'s scythe',
  atk: 200
}, ];

var monsters = [
  [{lv: 0, name: 'THE BOSS - Beelzebub',  hp: 300,  atk: 50,  xp: 5000 }],
  [{lv: 1, name: 'imp',  hp: 25, atk: 10, xp: 25},
   {lv: 1, name: 'thief',hp: 30, atk: 12, xp: 30},
   {lv: 1, name: 'punk', hp: 40, atk: 15, xp: 40},
   {lv: 1, name: 'rat',  hp: 15, atk: 10, xp: 20}],
  [{lv: 2, name: 'wolf', hp: 50, atk: 20, xp: 50}]
];

function Monster(level){
  var m = new Entity(monsters[level][randx(0,monsters[level].length)]);
  m.type = 'monster';
  m.passable = false;
  m.dead = false;
  m.tooltip = function(){
    return this.name + " (XP: "+this.xp+" HP: " + this.hp+")";
  }
  return m;
}

function Boss(){
  var m = new Monster(0);
  m.type = 'boss';
  return m;
}

function Potion(){
  return new Entity({type: 'potion', name: 'potion', passable: true});
}

function Weapon(){
  var w = new Entity(weapons[randx(0,weapons.length)]);
  w.type = 'weapon';
  w.passable = true;
  w.tooltip = function(){
    return this.name + " (Base ATK: " + this.atk + ")";
  }
  return w;
}

function Player() {
  return new Entity({
  x: 0,
  y: 0,
  hp: 100,
  lv: 1,
  xp: 50,
  atk: 0,
  dead: false,
  type: 'player',
  name: 'player',
  tooltip: function(){
    return this.name;
  },
  weapon: weapons[0],
  calcAtk: function() {
    this.atk = (baseAttack + this.weapon.atk) * this.lv;
  },
  getWeapon: function(newWeapon) {
    if (newWeapon.atk > this.weapon.atk){
      this.weapon = newWeapon;
      this.calcAtk();
    }
  },
  drinkPotion: function() {
    this.hp += potionHP;
  },
  getXP: function(xp){
    this.xp -= xp;
    if (this.xp <= 0){
      var leftover = 0-this.xp;
      this.levelup();
      this.getXP(leftover);
    }
  },
  levelup: function(){
    this.lv++;
    this.xp = this.lv * 50;
    this.calcAtk();
  },
  fightMonster: function(cell){
    var m = cell.entity;
    // attack first;
    m.hp -= (this.atk + rand(-5,5));
    // if enemy lives, hurt player
    if (m.hp > 0){
      this.hp -= (m.atk + rand(-5,5));
      // if player dies, set 'dead' to true
      if (this.hp <= 0){
        this.dead = true;
      }
    } else {
      // if enemy dies, get xp and remove it
      this.getXP(m.xp);
      cell.entity.dead = true;
      cell.entity = null;
    }
  }});
}

function Dungeon(width,height){
  var self = this;
  this.map = [];
  for (var x = 0; x < width; x++) {
    this.map[x] = [];
    for (var y = 0; y < height; y++) {
      this.map[x][y] = null;
    }
  }
  this.digger = new ROT.Map.Digger(width,height,{corridorLength: [1,3], timeLimit: 50});
  this.spaces = [];
  this.digger.create(function (x,y,v){
    if (v == tiles.wall.v){
      self.map[x][y] = new Cell(tiles.wall);
    } else {
      self.map[x][y] = new Cell(tiles.floor);
      self.spaces.push({x:x,y:y});
    }
  });
  this.lightPasses = function(x,y){
    if (self.map[x] && self.map[x][y]){
      return self.map[x][y].tile == tiles.floor;
    }
    return false;
  };
  this.fov = new ROT.FOV.PreciseShadowcasting(this.lightPasses);
  this.doFOV = function(px,py,fog){
    // remember to setState after!
    var self = this;
    if (fog){
      for (var x=0; x<this.map.length; x++){
        for (var y=0; y<this.map[x].length; y++){
          this.map[x][y].visible = false;
        }
      }
    }
    this.fov.compute(px, py, 10, function(x, y, r, visibility) {
      self.map[x][y].visible = true;
      self.map[x][y].seen = true;
    });
  };
  this.placeRand = function(ent){
    var spot = this.spaces.splice(randx(0,this.spaces.length),1)[0];
    this.map[spot.x][spot.y].entity = ent;
    return spot;
  };
}

var RogueGame = React.createClass({
  getInitialState: function() {
    var dungeon = new Dungeon(mapW,mapH);
    
    // place player
    var player = new Player();
    player.calcAtk();
    var spot = dungeon.placeRand(player);
    
    player.x = spot.x;
    player.y = spot.y;
    
    
    // place potions
    var count = rand(3,10);
    for (var i=0; i<count; i++){
      dungeon.placeRand(new Potion());
    }
    
    // place weapons
    var count = rand(2,5);
    for (var i=0; i<count; i++){
      dungeon.placeRand(new Weapon());
    }
    
    // place monsters
    var count = rand(7,15);
    for (var i=0; i<count; i++){
      dungeon.placeRand(new Monster(1));
    }
    
    // place boss
    var boss = new Boss();
    dungeon.placeRand(boss);
    
    // FOV
    dungeon.doFOV(player.x,player.y,true);
    
    // return initial state
    return ({
      dungeon: dungeon,
      player: player,
      boss: boss,
      gameOver: false,
      settings: {fog:true}
    });
  },
  resetGame: function(){
    this.setState(this.getInitialState());
  },
  checkEndGame: function(){
    if (this.state.player.dead){
      alert('Oh no! You have died. Enter a new dungeon and try again!');
      this.resetGame();
    } else if (this.state.boss.dead && !this.state.gameOver){
      alert('Congratulations! You have beaten the boss and won the game. You are still free to continue exploring the dungeon. Click the "reset" button to start a new game.');
      this.setState({gameOver: true});
    }
  },
  movePlayer: function(dir){
    var m = this.state.dungeon.map;
    var p = this.state.player;
    var x = p.x,
        y = p.y;
    switch (dir){
      case 'up':
        y--;
        break;
      case 'down':
        y++;
        break;
      case 'left':
        x--;
        break;
      case 'right':
        x++;
        break;
    }
    m[p.x][p.y].entity = null;
    if (m[x][y]){
      if (m[x][y].entity){
        switch (m[x][y].entity.type){
          case 'potion':
            p.drinkPotion();
            break;
          case 'weapon':
            p.getWeapon(m[x][y].entity);
            break;
          case 'boss':
          case 'monster':
            p.fightMonster(m[x][y]);
            break;
        }
      }
      
      if (m[x][y].passable()){
        p.x = x;
        p.y = y;
      }
      
    }
    m[p.x][p.y].entity = p;
    this.state.dungeon.doFOV(p.x,p.y,this.state.settings.fog);
    this.setState({dungeon:this.state.dungeon, player:p});
    this.checkEndGame();
  },
  keypressed: function(event){
    //console.log(event.keyCode);
    switch(event.keyCode){
      case keys.w:
        this.movePlayer('up');
        break;
      case keys.s:
        this.movePlayer('down');
        break;
      case keys.a:
        this.movePlayer('left');
        break;
      case keys.d:
        this.movePlayer('right');
        break;
    }
  },
  componentWillMount: function(){
    //this.doFOV();
  },
  componentDidMount: function() {
    $(document.body).on('keydown', this.keypressed);
  },
  render: function() {
    return (
      <div id="rogue-game" >
        <h1 className="text-primary text-center">React.js Rogue-Like Game</h1>
        <StatusBar player={this.state.player} resetGame={this.resetGame}/>
        <MapView map={this.state.dungeon.map} player={this.state.player} />
      </div>
    )
  }
});

var MapView = React.createClass({
  render: function() {
    var self = this;
    return (
      <div id="map-container">
        {
          this.props.map.map(function (col){
            return (
            <div className="map-col">
              {
                col.map(function (cell){
                  
                  return (
                    <CellView cell={cell} />
                  );
                })
              }
            </div>
            );
          })
        }
      </div>
    );
  }
});

var CellView = React.createClass({
  render: function(){
    var c = this.props.cell;
    var view = '';
    if (c.visible){
      if (c.entity){
        view = c.entity.type;
      } else {
        view = c.tile.type;
      }
    } else if (c.seen){
      view = 'fog-'+c.tile.type;
    } else {
      view = 'unknown';
    }
    if (c.visible && c.entity){
      return (
        <div className={"cell "+view} title={c.entity.tooltip()}></div>
      );
    } else {
      return (
        <div className={"cell "+view}></div>
      );
    }    
  }
});

var StatusBar = React.createClass({
  render: function(){
    var p = this.props.player;
    return (
      <div id="status-bar">
        
        <Legend />
        <Button
          bsStyle="danger"
          bsSize="small"
          onClick={this.props.resetGame}
        >
          Reset
        </Button>
        <h5>WASD to move/attack. Mouseover objects for more info.</h5>
        
        <Table bordered condensed>
          <thead>
            <tr>
              <th className="text-center">HP</th>
              <th className="text-center">LVL</th>
              <th className="text-center">XP to LVL-UP</th>
              <th className="text-center">Weapon</th>
              <th className="text-center">ATK</th>
            </tr>
          </thead>
          <tbody>
            <tr>
              <td>{p.hp}</td>
              <td>{p.lv}</td>
              <td>{p.xp}</td>
              <td>{p.weapon.name}</td>
              <td>{p.atk}</td>
            </tr>
          </tbody>
        </Table>
      </div>
    )
  }
});

var Legend = React.createClass({

  getInitialState() {
    return { showModal: false };
  },

  close() {
    this.setState({ showModal: false });
  },

  open() {
    this.setState({ showModal: true });
  },

  render() {
    var styles = {
      border:'1px solid black',
      position: 'absolute',
      top: '50%',
      'margin-top': '-5px'
    };
    return (
      <div className="legend-button">
        <Button
          bsStyle="primary"
          bsSize="small"
          onClick={this.open}
        >
          Legend
        </Button>

        <Modal show={this.state.showModal} onHide={this.close}>
          <Modal.Header closeButton>
            <Modal.Title>Legend</Modal.Title>
          </Modal.Header>
          <Modal.Body>
            <Table striped bordered condensed hover>
              <thead>
                <tr>
                  <th>Icon</th>
                  <th>Name</th>
                  <th>Description</th>
                </tr>
              </thead>
              <tbody>
            {
              legend.map(function (item){
                return (
                  <tr>
                    <td className="vcenter">
                      <div className={"border cell "+item.name.toLowerCase()}  ></div>
                    </td>
                    <td >{item.name}</td>                    
                    <td >{item.desc}</td>
                  </tr>
                );
              })
            }
              </tbody>
            </Table>
          </Modal.Body>
          <Modal.Footer>
            <Button onClick={this.close}>Close</Button>
          </Modal.Footer>
        </Modal>
      </div>
    );
  }
});

function snapshot(m) {
  var ans = "";
  for (var x = 0; x < m.length; x++) {
    for (var y = 0; y < m.length; y++) {
      ans += m[x][y];
    }
    ans += "\n";
  }
  console.log(ans);
}

function rand(from, to){ //inclusive
  return Math.floor(Math.random()*(to-from+1) + from);
}
function randx(from, to){ //exclusive
  return Math.floor(Math.random()*(to-from) + from);
}

ReactDOM.render(<RogueGame/>, document.getElementById('react-container'));
              
            
!
999px

Console