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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              <div class="term"></div>
<div class="game">
</div>
<script>
    var global = window;
    var exports = false;
</script>
            
          
!
            
              .terminal, .game {
    position: absolute;
    top: 0;
    left: 0;
    height: 100vh;
    width: 100%;
}
.terminal {
    z-index: 100;
}
.game {
    overflow: hidden;
}
body {
    margin: 0;
    background: black;
}
            
          
!
            
              var term = $('.term').terminal({
    rouge: function() {
        Game.init();
        this.disable().hide();
    }
}, {
    greetings: 'type [[b;#fff;]rouge] to start the game',
    completion: ['rouge'],
    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)
        );
    }
};



            
          
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