mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-12-22 16:20:26 +00:00
774 lines
26 KiB
C++
774 lines
26 KiB
C++
// Hyperbolic Rogue -- the Tutorial/presentation
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// Copyright (C) 2011-2017 Zeno Rogue, see 'hyper.cpp' for details
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namespace tour {
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bool on;
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bool texts = true;
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string tourhelp;
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int currentslide;
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// modes:
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// 1 - enter the slide
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// 2 - each frame
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// 3 - leave the slide
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// 4 - quicken or modify the slide
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// 5 - on initgame
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void setCanvas(presmode mode, char canv) {
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static char wc;
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static eLand ld;
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if(mode == pmStart) {
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wc = patterns::whichCanvas;
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patterns::whichCanvas = canv;
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ld = firstland;
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firstland = laCanvas;
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restartGame(0, true);
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}
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if(mode == pmStop) {
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patterns::whichCanvas = wc;
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firstland = ld;
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popGame();
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}
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}
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bool sickmode;
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function<eLand(eLand)> getNext;
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function<bool(eLand)> quickfind;
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function<bool(eLand)> showland;
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#define GETNEXT getNext = [](eLand old)
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#define QUICKFIND quickfind = [](eLand l)
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#define SHOWLAND(f) showland = [](eLand l) { return f; }
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string slidecommand;
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void presentation(presmode mode) {
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cheater = 0;
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if(mode == pmStart) tourhelp = XLAT(slides[currentslide].name);
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if(sickmode && !items[itOrbTeleport]) items[itOrbTeleport] = 1;
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if(mode == pmStart) slidecommand = "";
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GETNEXT { return laNone; };
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QUICKFIND { return false; };
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SHOWLAND(true);
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slides[currentslide].action(mode);
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}
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void slidehelp() {
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if(texts && slides[currentslide].help[0])
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gotoHelp(
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help =
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helptitle(XLAT(slides[currentslide].name), 0xFF8000) +
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XLAT(slides[currentslide].help)
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);
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}
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bool handleKeyTour(int sym, int uni) {
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if(!tour::on) return false;
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if(!(cmode & sm::DOTOUR)) return false;
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bool inhelp = cmode & sm::HELP;
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int flags = slides[currentslide].flags;
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if((sym == SDLK_RETURN || sym == SDLK_KP_ENTER) && (!inhelp || (flags & QUICKSKIP))) {
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popScreenAll();
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if(geometry || nonbitrunc) {
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popGame();
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if(!(flags & QUICKGEO)) return true;
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}
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if(flags & FINALSLIDE) return true;
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presentation(pmStop);
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currentslide++;
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presentation(pmStart);
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slidehelp();
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return true;
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}
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if(sym == SDLK_BACKSPACE) {
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if(geometry || nonbitrunc) {
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popGame();
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if(!(flags & QUICKGEO)) return true;
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}
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if(currentslide == 0) { slidehelp(); return true; }
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presentation(pmStop);
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currentslide--;
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presentation(pmStart);
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popScreenAll();
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if(inhelp) slidehelp();
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return true;
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}
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if(sym == '1' || sym == '2' || sym == '3') {
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int legal = slides[currentslide].flags & 7;
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if(legal == LEGAL_NONE) {
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addMessage(XLAT("You cannot change geometry in this slide."));
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return true;
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}
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if(legal == LEGAL_UNLIMITED && sym == '1') {
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addMessage(XLAT("This does not work in bounded geometries."));
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return true;
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}
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if(legal == LEGAL_NONEUC && sym == '2') {
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addMessage(XLAT("This does not work in Euclidean geometry."));
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return true;
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}
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if(legal == LEGAL_HYPERBOLIC && sym != '3') {
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addMessage(XLAT("This works only in hyperbolic geometry."));
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return true;
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}
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if(sym == '2') {
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dynamicval<eGeometry> g(geometry, gEuclid);
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if(cwt.c->land != laCanvas && !isLandValid(cwt.c->land)) {
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addMessage(XLAT("This land has no Euclidean version."));
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return true;
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}
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}
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if(sym == '1') {
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dynamicval<eGeometry> g(geometry, gSphere);
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if(cwt.c->land != laCanvas && !isLandValid(cwt.c->land)) {
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addMessage(XLAT("This land has no spherical version."));
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return true;
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}
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}
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if(geometry || nonbitrunc) {
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popGame();
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presentation(pmGeometryReset);
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return true;
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}
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presentation(pmGeometry);
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if(sym == '1') targetgeometry = gSphere;
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if(sym == '2') targetgeometry = gEuclid;
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firstland = specialland = cwt.c->land;
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restartGame(sym == '3' ? '7' : 'g', true);
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presentation(pmGeometryStart);
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return true;
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}
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if(sym == '4') {
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popScreenAll();
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if(items[itOrbTeleport]) goto give_aether;
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items[itOrbTeleport] = 1;
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checkmove();
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if(!canmove) {
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if(items[itOrbAether]) goto give_flash;
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give_aether:
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items[itOrbAether] = 10;
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checkmove();
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if(!canmove) {
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give_flash:
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activateFlash();
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canmove = true;
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}
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}
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else addMessage(
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(vid.shifttarget&1) ?
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"Shift-click a location to teleport there."
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: "Click a location to teleport there."
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);
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return true;
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}
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if(sym == '5') {
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presentation(pmKey);
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return true;
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}
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if(sym == '6') {
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sickmode = !sickmode;
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static ld spd;
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if(sickmode == true) {
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spd = vid.sspeed, vid.sspeed = 5;
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addMessage("Static mode enabled.");
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}
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else {
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vid.sspeed = spd;
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addMessage("Static mode disabled.");
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}
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return true;
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}
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if(sym == '7') {
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texts = !texts;
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if(texts) slidehelp();
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else addMessage("Help texts disabled.");
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return true;
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}
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if(sym == '8') {
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conformal::includeHistory = !conformal::includeHistory;
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return true;
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}
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if(sym == '9') {
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pushScreen(ss::showMenu);
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return true;
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}
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return false;
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}
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void checkGoodLand(eLand l) {
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if(!showland(l) && texts)
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gotoHelp(XLAT(
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"This tutorial is different than most other game tutorials -- "
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"you are not forced to do anything, and you can go wherever you want.\n\n"
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"However, %the1 is not what we are talking about now. "
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"We will not explain this land at the moment, and you could ponentially "
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"get lost there.\n\n"
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"Remember that you can get to the next slide by pressing Enter.",
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l
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) +
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XLAT(" This tutorial will not advance on its own -- you have to press Enter (not while reading help text).")
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);
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}
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namespace ss {
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vector<slide*> slideshows;
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slide *wts;
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void list(slide *ss) {
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for(auto s: slideshows) if (s == ss) return;
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slideshows.push_back(ss);
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}
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int sssize;
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void showMenu() {
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if(!wts) wts = slides;
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dialog::init(XLAT("slides"), forecolor, 150, 100);
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for(sssize=0;; sssize++) {
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int i = sssize;
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dialog::addBoolItem(XLAT(wts[i].name), wts == slides && i == currentslide, 'a'+i);
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if(wts[i].flags & FINALSLIDE) break;
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}
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dialog::addBreak(50);
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if(size(slideshows) > 1) dialog::addItem(XLAT("change slideshow"), '1');
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dialog::addItem(XLAT("exit menu"), '0');
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dialog::display();
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keyhandler = [] (int sym, int uni) {
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if(uni >= 'a' && uni < 'a' + sssize) {
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if(geometry || nonbitrunc) {
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popGame();
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presentation(pmGeometryReset);
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}
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if(slides != wts) {
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while(tour::on) restartGame('T', false);
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slides = wts;
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tour::start();
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}
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presentation(pmStop);
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currentslide = uni - 'a';
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popScreenAll();
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presentation(pmStart);
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slidehelp();
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}
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else if(uni == '1') {
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list(wts);
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for(int i=0; i<size(slideshows)-1; i++) if(slideshows[i] == wts) {
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wts = slideshows[i+1]; return;
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}
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wts = slideshows[0];
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}
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else if(doexiton(sym, uni)) { wts = NULL; popScreen(); }
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};
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}
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}
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void start() {
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ss::list(default_slides);
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currentslide = 0;
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vid.scale = 1;
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vid.alpha = 1;
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pmodel = mdDisk;
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if(!tour::on) presentation(pmStartAll);
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else {
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presentation(pmStop);
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firstland = specialland = laIce;
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}
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restartGame('T');
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if(tour::on) {
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slidehelp();
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presentation(pmStart);
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}
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}
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slide default_slides[] = {
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#if ISMOBILE
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{"Note for mobiles", 10, LEGAL_HYPERBOLIC | QUICKSKIP,
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"This tutorial is designed for computers, "
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"and keys are given for all actions. It will "
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"work without a keyboard though, although less "
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"comfortably -- just ignore the keys "
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"given and select options from MENU.\n\n"
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"Select 'next slide' from MENU.",
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[] (presmode mode) {
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if(mode == pmStartAll) firstland = specialland = laIce;
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if(mode == 1) {
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if(tour::texts) addMessage(XLAT("Welcome to the HyperRogue tutorial!"));
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else clearMessages();
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}
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SHOWLAND( l == laIce );
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}
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},
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#endif
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{"Introduction", 10, LEGAL_HYPERBOLIC | QUICKSKIP,
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"This tutorial is mostly aimed to show what is "
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"special about the geometry used by HyperRogue. "
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"It also shows the basics of gameplay, and "
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"how is it affected by geometry.\n\n"
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"You decide when you want to stop playing with the "
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"current \"slide\" and go to the next one, by pressing Enter. You can also "
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"press ESC to see a "
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"menu with other options.",
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[] (presmode mode) {
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if(mode == pmStartAll) firstland = specialland = laIce;
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if(mode == 1) {
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if(tour::texts) addMessage(XLAT("Welcome to the HyperRogue tutorial!"));
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else clearMessages();
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}
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SHOWLAND( l == laIce );
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#if CAP_ROGUEVIZ
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slidecommand = "RogueViz presentation";
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if(mode == 1)
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help +=
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"\n\nYour version of HyperRogue is compiled with RogueViz. "
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"Press '5' to switch to the RogueViz slides. Watching the "
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"common HyperRogue tutorial first is useful too, "
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"as an introduction to hyperbolic geometry.";
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if(mode == 4) {
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slides = rogueviz::rvtour::rvslides;
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while(tour::on) restartGame('T', false);
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tour::start();
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}
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#endif
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}
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},
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{"Basics of gameplay", 11, LEGAL_HYPERBOLIC,
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"The game starts in the Icy Lands. Collect the Ice Diamonds "
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"(press F1 if you do not know how to move). "
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"After you collect many of them, monsters will start to pose a challenge.\n"
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"As is typical in roguelikes and other games based on tactical skill rather "
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"than story, if you lose, you have to start a new one from the start. "
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"However, in this tutorial, you can simply press '4' "
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"to teleport away from a bad situation."
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"In general, the tutorial is rigged to show you what it "
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"wants -- for example, in this slide, you can press '5' to get "
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"lots of Ice Diamonds quickly.",
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[] (presmode mode) {
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slidecommand = "gain Ice Diamonds";
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if(mode == 4)
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forCellEx(c2, cwt.c)
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forCellEx(c3, c2)
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if(c3->wall == waNone && c3->item == itNone && c3->monst == moNone && c3 != cwt.c)
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c3->item = itDiamond;
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SHOWLAND( l == laIce );
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}
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},
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{"Hypersian Rug model", 21, LEGAL_HYPERBOLIC,
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"New players think that the action of HyperRogue takes place on a sphere. "
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#if CAP_RUG
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"This is not true -- the next slide will show the surface HyperRogue "
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"actually takes place on.\n\n"
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"Use arrow keys to rotate the model, and Page Up/Down to zoom.\n\n"
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"If you do not see anything, press '5' to try a safer renderer.",
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#else
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"This is not true -- the Tutorial in the native desktop version shows "
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"the surface HyperRogue actually takes place on.",
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#endif
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[] (presmode mode) {
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#if CAP_RUG
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static int wm, mm;
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if(mode == 1) {
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rug::init();
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wm = vid.wallmode;
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mm = vid.monmode;
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vid.wallmode = 3;
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vid.monmode = 2;
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}
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if(mode == 3) {
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rug::close();
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vid.wallmode = wm;
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vid.monmode = mm;
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}
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slidecommand = "switch renderer";
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if(mode == 4) {
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rug::close();
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rug::rendernogl = !rug::rendernogl;
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rug::init();
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}
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#endif
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SHOWLAND( l == laIce );
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}
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},
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{"Expansion", 22, LEGAL_ANY,
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"The next slide shows the number of cells in distance 1, 2, 3, ... from you. "
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"It grows exponentially: there are more than 10^100 cells "
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"in radius 1000 around you, and you will move further away during the game!\n\n"
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"This is extremely important in the design of HyperRogue. "
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"HyperRogue has many navigational puzzles -- what would be simple in Euclidean world "
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"is extremely tricky "
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"in hyperbolic geometry (you want to reach a specific location 20 cells away, "
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"which of the thousands of possible directions should you take?); however, other things virtually impossible in Euclidean "
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"world become easy in HyperRogue. "
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"HyperRogue had to be specially designed so that it is impossible to grind the "
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"infinite world. There are almost no permanent upgrades; collecting treasures "
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"brings you benefits, but trying to get too many of the same kind is extremely dangerous.",
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[] (presmode mode) {
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if(mode == 1) viewdists = true;
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if(mode == 2) viewdists = canmove; // disable when killed
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if(mode == 3) viewdists = false;
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SHOWLAND( l == laIce );
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}
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},
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{"Tiling and Tactics", 23, LEGAL_ANY,
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"The tactics of fighting simple monsters, such as the Yetis from the Icy Lands, "
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"might appear shallow, but hyperbolic geometry is essential even there. "
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"In the next slide, you are attacked by two monsters at once. "
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"You can make them line up simply by "
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"running away in a straight line. "
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"Press '2' to try the same in the Euclidean world -- it is impossible.",
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[] (presmode mode) {
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setCanvas(mode, 'F');
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if(mode == 5) {
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cwt.c->mov[0]->monst = moRunDog;
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cwt.c->mov[1]->monst = moGoblin;
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}
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SHOWLAND( l == laCanvas );
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}
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},
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{"Straight Lines", 24, LEGAL_ANY,
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"Hyperbolic geometry has been discovered by the 19th century mathematicians who "
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"wondered about the nature of paralellness. Take a line L and a point A. "
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"Can a world exist where there is more than one line passing through A "
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"which does not cross L?\n\n"
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"The Icy Land will be very dangerous if you have lots of Ice Diamonds -- "
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"lots of Yetis and Ice Wolves hunting you! But the other lands, where "
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"you have no treasures yet, will still be (relatively) safe.\n\n"
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"Wander further, and you should find Crossroads quickly -- "
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"the Great Walls are straight lines, and indeed, they work differently than in "
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"Euclidean. On the other side of Great Walls, you see other lands -- "
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"there are about 50 lands in HyperRogue, based "
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"on different mechanics and aspects of hyperbolic geometry.",
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[] (presmode mode) {
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GETNEXT {
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if(isCrossroads(old))
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return pick(
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pick(laRedRock, laWarpCoast, laMirror),
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pick(laLivefjord, laAlchemist, laHell),
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pick(laJungle, laDesert, laRose),
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pick(laGraveyard, laMotion, laDryForest)
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);
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else return laCrossroads;
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};
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SHOWLAND( l == laCrossroads || l == laIce );
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}
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},
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{"Running Dogs", 25, LEGAL_ANY,
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"To learn more about straight lines, "
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"wander further, and you should find the Land of Eternal Motion. "
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"Try to run in a straight line, with a Running Dog next to you. "
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"Even though the Running Dog runs at the same speed as you, "
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"it will appear to go slower -- this is because you are running "
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"in a straight line, and the Running Dog has to run in a curve "
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"called an equidistant.\n\n"
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#if ISMAC
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"Remember that you can click with right Shift on anything to get more information.",
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#else
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"Remember that you can right click on anything to get more information.",
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#endif
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[] (presmode mode) {
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GETNEXT {
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if(isCrossroads(old)) return pick(laMotion, laNone);
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else if(old == laMotion) return laCrossroads;
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else return laMotion;
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};
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SHOWLAND( l == laCrossroads || l == laMotion );
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}
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},
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{"Equidistants", 27, LEGAL_ANY,
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"Equidistants are curves which are at some fixed distance from a "
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"straight line. Some lands in HyperRogue are based on equidistants; "
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"you should see them after wandering a bit more.\n\n"
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"This tutorial gives you freedom to go wherever you choose, "
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"but we do not recommend going deep into the Dungeon or the Ocean -- "
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"getting back might be difficult.",
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[] (presmode mode) {
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GETNEXT {
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if(isCrossroads(old))
|
|
return hrand(100) < 20 ? laNone :
|
|
pick(laOcean, laIvoryTower, laDungeon, laEndorian);
|
|
else return laCrossroads;
|
|
};
|
|
SHOWLAND( l == laCrossroads || l == laDungeon || l == laOcean || l == laIvoryTower || l == laEndorian );
|
|
}
|
|
},
|
|
{"Circles", 26, LEGAL_ANY,
|
|
"Circles are strange in hyperbolic geometry too. "
|
|
"Look for the Castle of Camelot in the Crossroads; "
|
|
"the Round Table inside is a circle of radius 28. "
|
|
"Finding its center is a difficult challenge.\n\n"
|
|
"Press '5' to cheat by seeing the smaller circles too.\n\n"
|
|
"Note: Camelot and some other lands are unlocked earlier in the Tutorial than in a real game.",
|
|
[] (presmode mode) {
|
|
slidecommand = "enable the Camelot cheat";
|
|
if(mode == 4) camelotcheat = !camelotcheat;
|
|
GETNEXT {
|
|
if(!isCrossroads(old)) return laCrossroads;
|
|
return laNone;
|
|
};
|
|
QUICKFIND {
|
|
return (l == laCamelot);
|
|
};
|
|
SHOWLAND( l == laCrossroads || l == laCamelot );
|
|
}
|
|
},
|
|
{"Horocycles", 28, LEGAL_ANY,
|
|
"Horocycles are similar to circles, but you cannot reach their center at all -- "
|
|
"they can be understood as limit circles of infinite radius centered in some point "
|
|
"in infinity (also called an ideal point).\n\n"
|
|
"Go to R'Lyeh, and you should quickly find a Temple of Cthulhu there. "
|
|
"Each circle of columns is actually a horocycle. Horocycles in a given "
|
|
"temple are concentric, and there is an infinite number of them.",
|
|
[] (presmode mode) {
|
|
GETNEXT {
|
|
if(isCrossroads(old))
|
|
return pick(laRlyeh, laNone, laNone);
|
|
else return pick(laCrossroads, old == laRlyeh ? laNone : laRlyeh);
|
|
};
|
|
QUICKFIND {
|
|
return (l == laTemple);
|
|
};
|
|
SHOWLAND ( l == laCrossroads || l == laRlyeh || l == laTemple );
|
|
}
|
|
},
|
|
{"Half-plane model", 47, LEGAL_HYPERBOLIC,
|
|
"The game is normally displayed in the so called Poincaré disk model, "
|
|
"which is a kind of a map of the infinite hyperbolic world. "
|
|
"There are many projections of Earth, but since Earth is curved, "
|
|
"all of them have to distort distances or angles in some way -- "
|
|
"the same is true in hyperbolic geometry. "
|
|
"The next slide shows another model, called the Poincaré upper half-plane model. In this model, "
|
|
"horocycles centered at one specific ideal point are drawn as straight lines.",
|
|
[] (presmode mode) {
|
|
if(mode == 1)
|
|
pmodel = mdHalfplane;
|
|
if(mode == 2)
|
|
conformal::rotation = cwt.c->land == laDungeon ? 0 : 2;
|
|
if(mode == 3) pmodel = mdDisk, conformal::rotation = 0;
|
|
}
|
|
},
|
|
{"Curvature", 29, LEGAL_ANY,
|
|
"Now, go to the Burial Grounds and find an Orb of the Sword. The Sword appears to "
|
|
"always be facing in the same direction whatever you do, and it appears that "
|
|
"you have to rotate the sword to excavate the treasures; "
|
|
"yet, it is possible to excavate them! You migth have already noticed "
|
|
"that the world rotates after you move around a loop and return to an old "
|
|
"place.\n\n"
|
|
"This is related to the fact that the world of HyperRogue is curved, and "
|
|
"the sum of angles in a triangle is not equal to 180 degrees.",
|
|
[] (presmode mode) {
|
|
slidecommand = "gain Orb of the Sword";
|
|
if(mode == 4)
|
|
items[itOrbSword] = 90;
|
|
GETNEXT {
|
|
if(isCrossroads(old))
|
|
return pick(laBurial, laNone, laNone);
|
|
else return pick(laCrossroads, old == laBurial ? laNone : laBurial);
|
|
};
|
|
QUICKFIND {
|
|
return (l == laBurial && !items[itOrbSword]);
|
|
};
|
|
SHOWLAND ( l == laCrossroads || l == laBurial );
|
|
}
|
|
},
|
|
{"Periodic patterns", 30, LEGAL_UNLIMITED,
|
|
"Hyperbolic geometry yields much more interesting periodic patterns "
|
|
"than Euclidean.",
|
|
[] (presmode mode) {
|
|
setCanvas(mode, 't');
|
|
if(mode == 1)
|
|
patterns::displaycodes = 2,
|
|
patterns::whichPattern = 'z';
|
|
if(mode == 3)
|
|
patterns::displaycodes = 0,
|
|
patterns::whichPattern = 0;
|
|
SHOWLAND ( l == laCanvas );
|
|
}
|
|
},
|
|
{"Periodic patterns: application", 31, LEGAL_ANY,
|
|
"Many lands in HyperRogue are based around periodic patterns. "
|
|
"For example, both Zebra and Windy Plains are based on the pattern "
|
|
"shown in the previous slide. "
|
|
"Such lands often have tree-like nature.",
|
|
[] (presmode mode) {
|
|
GETNEXT {
|
|
if(isCrossroads(old))
|
|
return pick(
|
|
pick(laWineyard, laEmerald, laPower),
|
|
pick(laZebra, laWhirlwind),
|
|
laPalace, laNone
|
|
);
|
|
else return laCrossroads;
|
|
};
|
|
SHOWLAND ( l == laCrossroads ||
|
|
l == laZebra || l == laWhirlwind || l == laPalace || l == laPrairie ||
|
|
l == laEmerald || l == laWineyard || l == laPower );
|
|
}
|
|
},
|
|
{"Fractal landscapes", 32, LEGAL_UNLIMITED,
|
|
"On the following slide, the colors change smoothly in the whole infinite world. "
|
|
"Again, this works better than in Euclidean geometry.",
|
|
[] (presmode mode) {
|
|
setCanvas(mode, 'l');
|
|
SHOWLAND ( l == laCanvas );
|
|
}
|
|
},
|
|
{"Fractal landscapes: application", 33, LEGAL_ANY,
|
|
"This is applied in HyperRogue to create landscapes, such as the chasms in the "
|
|
"land of Reptiles or the Dragon Chasms, which you should find quickly. "
|
|
"Also in the Dragon Chasms, you can find a Baby Tortoise, and try to find "
|
|
"a matching adult tortoise in the Galápagos. "
|
|
"There are over two millions of species, but since there is so much space in "
|
|
"hyperbolic geometry, finding a matching tortoise is possible. The brighter "
|
|
"the color in Galápagos is, the more aspects of the tortoises in the given "
|
|
"area are matching.",
|
|
[] (presmode mode) {
|
|
slidecommand = "create a baby tortoise";
|
|
if(mode == 4) {
|
|
cell *c = cwt.c->mov[0];
|
|
c->item = itBabyTortoise;
|
|
tortoise::babymap[c] = getBits(c) ^ tortoise::getRandomBits();
|
|
}
|
|
GETNEXT {
|
|
if(old == laDragon) return pick(laTortoise, laTortoise, laCrossroads);
|
|
else if(isCrossroads(old))
|
|
return pick(laDragon, laReptile, laNone);
|
|
return laNone;
|
|
};
|
|
QUICKFIND {
|
|
return l == laTortoise && !items[itBabyTortoise];
|
|
};
|
|
SHOWLAND ( l == laCrossroads || l == laReptile || l == laDragon || l == laTortoise );
|
|
}
|
|
},
|
|
{"Poincaré Ball model", 41, LEGAL_HYPERBOLIC,
|
|
"The Poincaré disk model is a model of a hyperbolic *plane* -- you "
|
|
"might wonder why are the walls rendered in 3D then.\n\n"
|
|
"HyperRogue actually assumes that the floor level is an equidistant surface "
|
|
"in a three-dimensional hyperbolic world, and the camera is placed above the "
|
|
"plane that the surface is equidistant to (which boils down to showing "
|
|
"the floor level in Poincaré disk model).\n\n"
|
|
"This is shown on the next slide, in the Poincaré ball model, which is "
|
|
"the 3D analog of the Poincaré disk model.",
|
|
[] (presmode mode) {
|
|
if(mode == 1) pmodel = mdBall;
|
|
if(mode == 3) pmodel = mdDisk;
|
|
}
|
|
},
|
|
{"Hyperboloid model", 42, LEGAL_ANY,
|
|
"Let's see more models of the hyperbolic plane. "
|
|
"This model uses a hyperboloid in the Minkowski geometry; "
|
|
"it is used internally by HyperRogue.",
|
|
[] (presmode mode) {
|
|
if(mode == 1) pmodel = mdHyperboloid;
|
|
if(mode == 3) pmodel = mdDisk;
|
|
}
|
|
},
|
|
{"Beltrami-Klein model", 43, LEGAL_ANY,
|
|
"This model renders straight lines as straight, but it distorts angles.",
|
|
[] (presmode mode) {
|
|
if(mode == 1) vid.alpha = 0;
|
|
if(mode == 3) vid.alpha = 1;
|
|
}
|
|
},
|
|
{"Gans model", 44, LEGAL_ANY,
|
|
"Yet another model, which corresponds to orthographic projection of the "
|
|
"sphere. Poincaré disk model, Beltrami-Klein model, and the Gans "
|
|
"model are all obtained by looking at either the hyperboloid model or an "
|
|
"equidistant surface from various distances.",
|
|
[] (presmode mode) {
|
|
if(mode == 1) vid.alpha = 400, vid.scale = 150;
|
|
if(mode == 3) vid.alpha = vid.scale = 1;
|
|
}
|
|
},
|
|
{"Band model", 45, LEGAL_NONEUC,
|
|
"The band model is the hyperbolic analog of the Mercator projection of the sphere: "
|
|
"a given straight line is rendered as a straight line, and the rest of the "
|
|
"world is mapped conformally, that is, angles are not distorted. "
|
|
"Here, we take the straight line connecting your starting point and your "
|
|
"current position -- usually the path taken by the player is surprisingly "
|
|
"close to a straight line. Press '8' to see this path.\n\n"
|
|
"If you want, press '5' to see it rendered as a spiral, although it takes lots of time and "
|
|
"memory.",
|
|
[] (presmode mode) {
|
|
if(mode == 1) pmodel = mdBand, conformal::create(), conformal::rotation = 0;
|
|
if(mode == 3) {
|
|
conformal::clear(), pmodel = mdDisk;
|
|
resetview();
|
|
drawthemap();
|
|
centerpc(INF);
|
|
conformal::includeHistory = false;
|
|
}
|
|
#if CAP_SDL
|
|
slidecommand = "render spiral";
|
|
if(mode == 4) conformal::createImage(true);
|
|
if(mode == 11) conformal::create();
|
|
if(mode == 13) conformal::clear();
|
|
#endif
|
|
}
|
|
},
|
|
{"Conformal square model", 46, LEGAL_HYPERBOLIC,
|
|
"The world can be mapped conformally to a square too.",
|
|
[] (presmode mode) {
|
|
if(mode == 1) pmodel = mdPolygonal, polygonal::solve();
|
|
if(mode == 3) pmodel = mdDisk;
|
|
}
|
|
},
|
|
#if !ISWEB
|
|
{"Shoot'em up mode", 52, LEGAL_NONE,
|
|
"In the shoot'em up mode, space and time is continuous. "
|
|
"You attack by throwing knives. "
|
|
"Very fun with two players!\n\n"
|
|
"There are other special modes too which change the gameplay or "
|
|
"focus on a particular challenge.",
|
|
[] (presmode mode) {
|
|
if(mode == 1) {
|
|
firstland = cwt.c->land;
|
|
restartGame('s', true);
|
|
}
|
|
if(mode == 3) {
|
|
shmup::clearMonsters();
|
|
popGame();
|
|
}
|
|
}
|
|
},
|
|
#endif
|
|
{"THE END", 99, LEGAL_ANY | FINALSLIDE,
|
|
"This tour shows just a small part of what you can see in the world of HyperRogue. "
|
|
"For example, "
|
|
"hyperbolic mazes are much nicer than their Euclidean counterparts. "
|
|
"Have fun exploring!\n\n"
|
|
"Press '5' to leave the tutorial mode.",
|
|
[] (presmode mode) {
|
|
slidecommand = "leave the Tutorial";
|
|
if(mode == 4) restartGame('T');
|
|
}
|
|
}
|
|
};
|
|
|
|
slide *slides = default_slides;
|
|
|
|
auto a1 = addHook(hooks_frame, 100, [] () { if(tour::on) tour::presentation(tour::pmFrame); });
|
|
auto a2 = addHook(hooks_handleKey, 100, handleKeyTour);
|
|
auto a3 = addHook(hooks_nextland, 100, [] (eLand l) { return tour::on ? getNext(l) : laNone; });
|
|
|
|
}
|