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HTML

              
                <div class="term"></div>
<div class="game"></div>
<script>
    var global = window;
    var exports = false;
</script>
              
            
!

CSS

              
                .terminal, .game {
    position: absolute;
    top: 0;
    left: 0;
    height: 100vh;
    width: 100%;
}
.terminal {
    z-index: 100;
}
.game {
    overflow: hidden;
}
body {
    margin: 0;
    background: black;
}
              
            
!

JS

              
                var term = $('.term').terminal({
    rogue: function() {
        Game.init();
        this.disable().hide();
    }
}, {
    greetings: 'type [[b;#fff;]rogue] to start the game',
    completion: ['rogue'],
    exit: false
});

var Game = {
    display: null,
    map: [],
    player: null,
    maxGold: 150,
    maxHealth: 100,
    level: 1,
    init: function() {
        var container = $('.game');
        this.display = new ROT.Display();
        var size = this.display.computeSize(container.width(), container.height());
        this.width = size[0];
        this.height = size[1];
        this.display.setOptions({
            width: this.width,
            height: this.height
        });
        
        this._generateLevel();
    
        $(this.display.getContainer())
            .appendTo('.game');
    },
    destroy: function() {
        $('.game').empty();
        this.map = [];
        this.display = this.player = null;
        this.scheduler.clear();
        this.engine.lock();
        this.engine = null;
    }
};
// ---------------------------------------------------------------
Game.drawStats = function() {
    //clear previous text
    var spaces = new Array(this.width).fill(' ').join('');
    this.display.drawText(0, this.height - 1, spaces);
    
    this.display.drawText(0, this.height - 1,
                          "Gold: " + this.player.getGold() +
                          " Dungeon: " + this.level +
                          " Level: " + this.player.getLevel() +
                          " Exp: " + this.player.getExp() +
                          " Health: " + this.player.getHealth() +
                          " AC: " + this.player.getAC());
};
// ---------------------------------------------------------------
Game.drawTile = function(player, x, y, kill) {
    var enemy = Game.enemyPosition(x, y);
    if (enemy && (kill && (kill.getX() !== x && kill.getY() === y) ||
       !kill)) {
        enemy._draw();
    } else {
        var chr = player.getX() == x &&
            player.getY() === y ? '@' : Game.map[y][x].chr;
        var color;
        if (['+', '/'].includes(chr)) {
            color = '#82290F';
        } else if (['$', '@'].includes(chr)) {
            color = "#ff0";
        } else {
            color = "#fff";
        }
        Game.display.draw(x, y, chr, color);
    }
};
// ---------------------------------------------------------------
Game._generateLevel = function(stairs) {
    console.log('--------------');
    var map = new ROT.Map.Digger(this.width, this.height - 1);
    var freeCells = [];
    this.map = [];
    var digCallback = function(x, y, value) {
        this.map[y] = this.map[y] || [];
        
        this.map[y][x] = {
            chr: value ? '#' : '.',
            value: null,
            visited: false
        };
        if (!value) {
            freeCells.push({x,y});
        }
    };
    map.create(digCallback.bind(this));
    var rooms = map.getRooms();
    for (var i=0; i<rooms.length; i++) {
        var room = rooms[i];
        room.getDoors(function(x, y) {
            var rand = Math.round(ROT.RNG.getUniform());
            this.map[y][x] = {chr: rand ? '/' : '+'};
            for (var i = 0; i<freeCells.length; ++i) {
                var point = freeCells[i];
                if (point.x === x && point.y === y) {
                    freeCells.splice(i, 1);
                    break;
                }
            }
        }.bind(this));
    }
    this._generateGold(freeCells);
    this._generatePotions(freeCells);
    this._generateStairs(freeCells, stairs === '>' ? '<' : '>');
    this.enemies = this._createEnemies(freeCells, rand(5, 10));
    
    this.display.clear();
    if (stairs) {
        var p = this._generateStairs(freeCells, stairs);
        console.log(freeCells.length);
        this.player._x = p.x;
        this.player._y = p.y;
    } else {
        var lightPasses = function(x, y) {
            if (this.isFreeCell(null, x, y)) {
                this.map[y][x].visited = true;
                return true;
            }
            return false;
        }.bind(this);

        this.fov = new ROT.FOV.PreciseShadowcasting(lightPasses);
        this.player = this._createPlayer(freeCells);
    }
    this.drawStats();
    this._runScheduler();
    return freeCells;
};
// ---------------------------------------------------------------
Game._runScheduler = function() {
    if (this.engine) {
        this.engine.lock();
    }
    this.scheduler = new ROT.Scheduler.Simple();
    this.scheduler.add(this.player, true);
    this.enemies.forEach(function(enemy) {
        this.scheduler.add(enemy, true);
    }.bind(this));
    this.engine = new ROT.Engine(this.scheduler);
    this.engine.start();
}
// ---------------------------------------------------------------
function Weapon(min, max) {
    this._min = min;
    this._max = max;
}
Weapon.prototype.damage = function() {
    return rand(this._min, this._max);
}
// ---------------------------------------------------------------
Game.debug_map = function() {
    var str = this.map.map(function(row, y) {
        return row.map(function(cell, x) {
            if (x == Game.player.getX() && y == Game.player.getY()) {
                return '@';
            }
            return cell.chr;
        }).join('');
    }).join('\n')
    console.log(str);
};

// ---------------------------------------------------------------
function rand(min, max) {
    return ROT.RNG.getUniformInt(min, max);
}
function randIndex(array) {
    return rand(0, array.length - 1);
}
function randomCell(cells) {
    if (!cells.length) {
        Game.debug_map();
        throw Error('Internal Error, no free cells');
    }
    var index = randIndex(cells);
    var cell = cells.splice(index, 1)[0];
    return cell;
}
// ---------------------------------------------------------------
Game._generateGold = function(freeCells) {
    Game._generateGoodies(freeCells, 5, 10, function() {
        var gold = rand(5, this.maxGold);
        return {chr: "$", value: gold};
    });
};
// ---------------------------------------------------------------
Game._generateGoodies = function(freeCells, min, max, fn) {
   var max = rand(min, max);
    for (var i = 0; i < max; i++) {
        var cell = randomCell(freeCells);
        this.map[cell.y][cell.x] = fn.call(this);
    }
}
// ---------------------------------------------------------------
Game._generatePotions = function(freeCells) {
    Game._generateGoodies(freeCells, 2, 5, function() {
        var healing = rand(10, 20);
        return {chr: "!", value: healing};
    });
}
// ---------------------------------------------------------------
Game._generateStairs = function(freeCells, chr) {
    if (chr === '<' && this.level > 1 || chr === '>') {
        var cell = randomCell(freeCells);
        this.map[cell.y][cell.x] = {chr: chr};
        return cell;
    }
};
// ---------------------------------------------------------------
Game.isFreeCell = function(being, x, y) {
    if (being) {
        if (being.getX() === x && being.getY() === y) {
            return true;
        }
        if (Game.enemyPosition(x, y)) {
            return false;
        }
        if (Game.player.getX() === x && Game.player.getY() === y) {
            return false;
        }
    }
    var row = this.map[y];
    return row && row[x] && ['$', '.', '>', '<', '/', '!'].includes(row[x].chr);
};

// ---------------------------------------------------------------
Game.areNeighbor = function(p1, p2) {
    return p1.getX() + 1 == p2.getX() && p1.getY() === p2.getY() ||
        p1.getX() - 1 == p2.getX() && p1.getY() === p2.getY() ||
        p1.getX() == p2.getX() && p1.getY() - 1 === p2.getY() ||
        p1.getX() == p2.getX() && p1.getY() + 1 === p2.getY() ||
        p1.getX() + 1 == p2.getX() && p1.getY() + 1 === p2.getY() ||
        p1.getX() + 1 == p2.getX() && p1.getY() - 1 === p2.getY() ||
        p1.getX() - 1 == p2.getX() && p1.getY() - 1 === p2.getY() ||
        p1.getX() - 1 == p2.getX() && p1.getY() + 1 === p2.getY();
};
// ---------------------------------------------------------------
Game.enemyPosition = function(x, y) {
    var enemies = this.enemies.filter(function(enemy) {
        return enemy.getX() === x && enemy.getY() === y;
    });
    if (enemies.length) {
        if (enemies.length > 1) {
            console.log('error', enemies.length);
        }
        return enemies[0];
    }
    return null;
}
// ---------------------------------------------------------------
Game._createPlayer = function(freeCells) {
    var cell = randomCell(freeCells);
    return new Player(cell.x, cell.y, new Weapon(2, 10));
};
function enemyWeapon() {
    var min = rand(1, 3);
    var max = rand(min, min + 2);
    return new Weapon(min, max);
}
// ---------------------------------------------------------------
Game._createEnemies = function(freeCells, count) {
    var colors = ['#A83232', '#C49F1D', '#00349A', '#A90D58'];
    var enemies = {
        a: 10,
        L: 30,
        c: 12
    };
    var result = [];
    var keys = Object.keys(enemies);
    for (var i = 0; i < count; ++i) {
        var cell = randomCell(freeCells);
        if (!cell) {
            console.log("ERROR", {cell, cells: freeCells.slice()});
            continue;
        }
        var color = colors[randIndex(colors)];
        var enemy = keys[randIndex(keys)];
        var strength = enemy.toUpperCase() == enemy ? 2 : 1;
        var inc = rand(1, (1 * Math.ceil(Game.level / 3)));
        var health = enemies[enemy] + (inc * 5);
        function logValue(o) {
            console.log(o);
            return o;
        }
        var enemy = new Enemy({
            x: cell.x,
            y: cell.y,
            chr: enemy,
            color: color,
            health: health,
            attack: inc,
            ac: inc,
            exp: health * 2 * Game.level,
            // should damage be normal max number instead of random ?
            damage: rand(1, strength + (1 * Math.floor(Game.level / 2))),
            weapon: enemyWeapon()
        });
        console.log(enemy);
        result.push(enemy);
    }
    return result;
}
// ---------------------------------------------------------------
function Player(x, y, weapon) {
    // levels: 1000 * num
    this._levels = [1, 2, 4, 6, 8, 10, 14, 20, 26, 38,
                        50, 60, 90, 100].map(function(n) {
        return n * 1000;
    })
    this._level = 0;
    this._chr = '@';
    this._exp = 0;
    this._x = x;
    this._y = y;
    this._damage = 1;
    this._health = Game.maxHealth;
    this._attack = 1;
    this._gold = 0;
    this._ac = 15;
    this._weapon = weapon;
    this._draw();
}
function Being() { }
Being.prototype.getExp = function() { return this._exp; };
Being.prototype.getLevel = function() { return this._level + 1; };
// ---------------------------------------------------------------
Being.prototype.getAC = function() { return this._ac; };
Being.prototype.getX = function() { return this._x; };
 
Being.prototype.getY = function() { return this._y; };
Being.prototype.getHealth = function() { return this._health; };
Being.prototype.getGold = function() { return this._gold; };
Being.prototype.hit = function(damage) { this._health -= damage; };
// ---------------------------------------------------------------
Being.prototype.attack = function(adversary) {
    if (!Game.areNeighbor(this, adversary)) {
        throw new Error("You can't attach this adversary");
    }
    var attack = rand(1, 20) + this._attack; // is this how d20 works?
    console.log('attack ', this._chr, attack, attack >= adversary.getAC());
    if (attack >= adversary.getAC()) {
        var damage = this._weapon.damage() + this._damage;
        adversary.hit(damage);
        console.log('damage:', damage);
        Game.drawStats();
        if (adversary._health <= 0) {
            console.log('kill', adversary);
            if (adversary instanceof Player)  {
                Game.engine.lock();
                alert('Game Over');
            } else {
                this.gainExp(adversary.getExp());
                Game.enemies = Game.enemies.filter(function(enemy) {
                    if (enemy === adversary) {
                        Game.drawTile(
                            Game.player,
                            enemy.getX(),
                            enemy.getY(),
                            enemy
                        );
                        Game.scheduler.remove(adversary);
                        return false;
                    }
                    return true;
                });
            }
        }
    }
};
Player.prototype = new Being();
// ---------------------------------------------------------------
Player.prototype._draw = function() {
    Game.fov.compute(this._x, this._y, 10, function(x, y, r, v) {
        Game.drawTile(this, x, y);
    }.bind(this));
};
// ---------------------------------------------------------------
Player.prototype.act = function() {
    Game.engine.lock();
    /* wait for user input; do stuff when user hits a key */
    window.addEventListener("keydown", this);
};
// ---------------------------------------------------------------
Player.prototype.gainExp = function(exp) {
    this._exp += exp;
    var limit;
    var max = this._levels.length;
    if (this._level < max) {
        limit = this._levels[this._level];
    } else {
        var above = this._level - max + 1;
        limit = this._levels.slice(-1)[0] + (above * 10000);
    }
    if (this._exp >= limit) {
        this._level++;
        this._damage++;
        if (this._level % 2 === 0) {
            this._ac++; // this should be from Armour 
        }
    }
    Game.drawStats();
}
// ---------------------------------------------------------------
Player.prototype.handleEvent = function(e) {
    var keyMap = {};
    keyMap[38] = 0;
    keyMap[33] = 1;
    keyMap[39] = 2;
    keyMap[34] = 3;
    keyMap[40] = 4;
    keyMap[35] = 5;
    keyMap[37] = 6;
    keyMap[36] = 7;

    var code = e.keyCode;
    if (code === 81) { //q
        window.removeEventListener("keydown", this);
        Game.destroy();
        setTimeout(function() {
            term.enable().show();
        }, 0);
    }
    if ([190, 188].includes(code)) {
        var stairs = {
            true: '>',
            false: '<'
        };
        if (['<', '>'].includes(Game.map[this._y][this._x].chr)) {
            if (code === 190) {
                Game.level++;
            } else {
                Game.level--;
            }
            Game._generateLevel(stairs[code === 188]);
            this._draw();
            window.removeEventListener("keydown", this);
            Game.engine.unlock();
        }
        return;
    }
    
    if (!(code in keyMap)) { return; }

    var diff = ROT.DIRS[8][keyMap[code]];
    var newX = this._x + diff[0];
    var newY = this._y + diff[1];

    var node = Game.map[newY][newX];
    var enemy = Game.enemyPosition(newX, newY);
    if (Game.isFreeCell(this, newX, newY) ||
        node.chr == '+' || enemy) {
        if (enemy) {
            this.attack(enemy);
        } else if (node.chr == '+') {
            node.chr = '/';
            this._draw();
        } else {
            this._x = newX;
            this._y = newY;
            this._draw();
            if (['$', '!'].includes(node.chr)) {
                if (node.chr === '$') {
                    Game.map[newY][newX].chr = '.';
                    this._gold += node.value;
                } else if (node.chr === '!') {
                    if (this._health < Game.maxHealth) {
                        Game.map[newY][newX].chr = '.';
                        this._health = Math.min(
                            Game.maxHealth,
                            this._health + node.value
                        );
                    }
                }
                Game.drawStats();
            }
        }
        window.removeEventListener("keydown", this);
        Game.engine.unlock();
    }
};
// ---------------------------------------------------------------
function Enemy({x, y, chr, color, health, attack, weapon,
                damage, exp, ac}) {
    this._chr = chr;
    this._color = color;
    this._health = health;
    this._attack = attack;
    this._damage = damage;
    this._exp = exp;
    this._ac = 5 + ac;
    this._x = x;
    this._y = y;
    this._weapon = weapon;
}
Enemy.prototype = new Being();
Enemy.prototype._draw = function() {
    Game.display.draw(this._x, this._y, this._chr, this._color);
};
// ---------------------------------------------------------------
Enemy.prototype.act = function() {
    var x = Game.player.getX();
    var y = Game.player.getY();
    var passableCallback = function(x, y) {
        return Game.isFreeCell(this, x, y);
    }.bind(this);
    var astar = new ROT.Path.AStar(x, y, passableCallback, {
        topology:4
    });

    var path = [];
    var pathCallback = function(x, y) {
        path.push([x, y]);
    }
    astar.compute(this._x, this._y, pathCallback);
 
    path.shift(); /* remove enemy position */
    if (path.length == 1) {
        this.attack(Game.player);
    } else if (path.length) {

        var newX = path[0][0];
        var newY = path[0][1];
        
        Game.fov.compute(
            Game.player.getX(),
            Game.player.getY(),
            10,
            function(x, y, r, visibility) {
                if (this._x === x && this._y === y) {
                    Game.drawTile(Game.player, this._x, this._y, this);
                    this._x = newX;
                    this._y = newY;
                    this._draw();
                }
            }.bind(this)
        );
    }
};



              
            
!
999px

Console