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A SDL roguelike in a non-euclidean world.
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2019-09-12 22:50:15 +02:00
dll Add cross-compile support 2015-08-22 13:43:16 +02:00
generators generators included 2018-11-24 00:03:37 +01:00
hyperroid android:: fixed a time measurement bug which caused non-smooth camera movement, or sometimes even no camera movement 2019-01-24 14:45:59 +01:00
music Create a directory for music files 2015-08-08 16:23:36 +02:00
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.travis.yml Add GCC 4.6 to the TravisCI build. 2019-02-10 14:51:21 -05:00
3d-models.cpp revZ in hybri 2019-09-12 22:50:15 +02:00
achievement.cpp fixed new geometry handling for Archimedean 2019-09-12 22:50:15 +02:00
archimedean.cpp fixed new geometry handling for Archimedean 2019-09-12 22:50:15 +02:00
autogen.sh Pass args from autogen.sh to ./configure 2017-06-20 16:44:36 +02:00
barriers.cpp hybrid:: refactored the common parts of prod and sl2, also used them when applicable 2019-09-12 22:50:15 +02:00
basegraph.cpp hybrid:: refactored the common parts of prod and sl2, also used them when applicable 2019-09-12 22:50:15 +02:00
bigstuff.cpp hybrid:: refactored the common parts of prod and sl2, also used them when applicable 2019-09-12 22:50:15 +02:00
binary-tiling.cpp product:: preliminary version (no turning) 2019-09-12 22:50:13 +02:00
blizzard.cpp renamed DIM to GDIM 2019-09-12 22:50:13 +02:00
cell.cpp hybrid:: refactored the common parts of prod and sl2, also used them when applicable 2019-09-12 22:50:15 +02:00
changelog.txt 11.1n 2019-09-12 22:50:15 +02:00
classes.cpp nilv:: simpler honeycomb 2019-09-12 22:50:15 +02:00
classes.h PSL(2,R) 2019-09-12 22:50:15 +02:00
commandline.cpp more featured -debf option 2019-09-12 22:50:13 +02:00
compileunits.h split namespace conformal into models and history 2019-09-12 22:50:12 +02:00
complex2.cpp initial reformatting of comments for Doxygen 2019-09-12 22:50:13 +02:00
complex.cpp hybrid:: refactored the common parts of prod and sl2, also used them when applicable 2019-09-12 22:50:15 +02:00
config.cpp hybrid:: refactored the common parts of prod and sl2, also used them when applicable 2019-09-12 22:50:15 +02:00
configure.ac Clean up the autotools. 2018-07-01 12:38:08 -07:00
content.cpp improvements in documentation 2019-09-12 22:50:13 +02:00
control.cpp pointing-to-directions now checks for the cell which is the most towards the given direction 2019-09-12 22:50:15 +02:00
COPYING Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
crystal.cpp fixed new geometry handling for Archimedean 2019-09-12 22:50:15 +02:00
debug.cpp arg:: correct cheat in -each 2019-09-12 22:50:15 +02:00
DejaVuSans-Bold.ttf Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
dialogs.cpp duplicate keys in dialogs are now fixed correctly 2019-09-12 22:50:13 +02:00
direntx.h Add "inline" to silence GCC's -Wunused-function warnings in direntx.h. 2018-06-29 16:26:20 -07:00
drawing.cpp no crash in draw_s2xe if empty shape to draw, also moved npoly to draw_s2xe 2019-09-12 22:50:14 +02:00
earcut.hpp adjustments for older g++ 2019-09-12 22:43:00 +02:00
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euclid.cpp product:: preliminary version (no turning) 2019-09-12 22:50:13 +02:00
expansion.cpp renamed DIM to GDIM 2019-09-12 22:50:13 +02:00
fake-mobile.cpp removed rotmatrix as it did exactly the same as cspin 2019-09-12 22:50:12 +02:00
fieldpattern.cpp fixed a crash due to not using PIU in fieldval_uniq_rand 2019-09-12 22:50:14 +02:00
flags.cpp initial reformatting of comments for Doxygen 2019-09-12 22:50:13 +02:00
floorshapes.cpp hybrid:: refactored the common parts of prod and sl2, also used them when applicable 2019-09-12 22:50:15 +02:00
game.cpp fixed new geometry handling for Archimedean 2019-09-12 22:50:15 +02:00
geom-exp.cpp PSL(2,R) 2019-09-12 22:50:15 +02:00
geometry2.cpp slr:: virtualRebase 2019-09-12 22:50:15 +02:00
geometry.cpp sl2:: 3d-models 2019-09-12 22:50:15 +02:00
goldberg.cpp product:: fixed a potential crash 2019-09-12 22:50:14 +02:00
graph.cpp pointing-to-directions now checks for the cell which is the most towards the given direction 2019-09-12 22:50:15 +02:00
help.cpp fixed new geometry handling for Archimedean 2019-09-12 22:50:15 +02:00
heptagon.cpp fixed new geometry handling for Archimedean 2019-09-12 22:50:15 +02:00
history.cpp animations in product (untested) 2019-09-12 22:50:14 +02:00
hprint.cpp fixed non-extern variable 2019-09-12 22:50:15 +02:00
hr-icon.ico Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
hud.cpp nicer handling of WDIM, GDIM, MDIM, sig 2019-09-12 22:50:15 +02:00
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hyper.cpp initial reformatting of comments for Doxygen 2019-09-12 22:50:13 +02:00
hyper.h hybrid:: refactored the common parts of prod and sl2, also used them when applicable 2019-09-12 22:50:15 +02:00
hyper.rc 10.0n 2017-09-04 20:43:45 +02:00
hyperpoint.cpp fixed hdist computation in SL, also fixed hpxy and hpxy 2019-09-12 22:50:15 +02:00
hyperrogue-music.txt updated hyperrogue-music.txt 2019-04-19 22:28:34 +02:00
hyperweb.cpp removed rotmatrix as it did exactly the same as cspin 2019-09-12 22:50:12 +02:00
hypgraph.cpp slr:: fixed centering in shmup 2019-09-12 22:50:15 +02:00
init.cpp renamed DIM to GDIM 2019-09-12 22:50:13 +02:00
INSTALL Remove unnecessary autotools files, and add them to .gitignore 2015-08-13 11:31:02 +02:00
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irregular.cpp product:: preliminary version (no turning) 2019-09-12 22:50:13 +02:00
landgen.cpp hybrid:: refactored the common parts of prod and sl2, also used them when applicable 2019-09-12 22:50:15 +02:00
landlock.cpp hybrid:: refactored the common parts of prod and sl2, also used them when applicable 2019-09-12 22:50:15 +02:00
langen.cpp langen:: replaced %zu with %d since it is not available in some versions of MinGW 2019-09-12 22:50:15 +02:00
language-cz.cpp added explanation 'floors in 3D geometries' to tstep 2019-09-12 22:50:07 +02:00
language-de.cpp typos fixed 2019-09-12 22:42:59 +02:00
language-pl.cpp added explanation 'floors in 3D geometries' to tstep 2019-09-12 22:50:07 +02:00
language-ptbr.cpp Eliminate directives inside macro expansions, for the benefit of MSVC. 2018-06-27 03:01:56 -07:00
language-ru.cpp improved 3D settings: more adapted help text, added eye editing 2019-09-12 22:50:05 +02:00
language-tr.cpp typos fixed 2019-09-12 22:42:59 +02:00
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makeh.cpp makeh:: fixed line numbering 2019-09-12 22:50:13 +02:00
mapeditor.cpp refactored all the operations on View 2019-09-12 22:50:15 +02:00
menus.cpp renamed DIM to GDIM 2019-09-12 22:50:13 +02:00
models.cpp product: disabled model selection 2019-09-12 22:50:14 +02:00
monstergen.cpp hybrid:: refactored the common parts of prod and sl2, also used them when applicable 2019-09-12 22:50:15 +02:00
multi.cpp renamed DIM to GDIM 2019-09-12 22:50:13 +02:00
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nonisotropic.cpp nilv:: simpler honeycomb 2019-09-12 22:50:15 +02:00
orbgen.cpp initial reformatting of comments for Doxygen 2019-09-12 22:50:13 +02:00
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pattern2.cpp hybrid:: refactored the common parts of prod and sl2, also used them when applicable 2019-09-12 22:50:15 +02:00
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polygons.cpp nilv:: simpler honeycomb 2019-09-12 22:50:15 +02:00
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README.md fixed the version number in README 2018-11-20 19:04:24 +01:00
reg3.cpp reg3:: some junk removed 2019-09-12 22:50:13 +02:00
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rogueviz-banachtarski.cpp rogueviz:: cgi 2019-09-12 22:50:03 +02:00
rogueviz-cvl.cpp rogueviz:: cgi 2019-09-12 22:50:03 +02:00
rogueviz-flocking.cpp renamed DIM to GDIM 2019-09-12 22:50:13 +02:00
rogueviz-fundamental.cpp rogueviz:: cgi 2019-09-12 22:50:03 +02:00
rogueviz-graph.cpp rogueviz:: removed some junk from rogueviz-graph.cpp 2019-09-12 22:43:01 +02:00
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rogueviz-magiccube.cpp rogueviz:: cgi 2019-09-12 22:50:03 +02:00
rogueviz-newconf.cpp rogueviz::newconf:: changed the title conformal maps to newconformist 2019-09-12 22:50:09 +02:00
rogueviz-pentagonal.cpp rogueviz::pentagonal:: animations possible, keys now work only in sm::NORMAL 2019-09-12 22:50:09 +02:00
rogueviz-staircase.cpp applied the scan/fts/etc changes to RogueViz 2019-09-12 22:50:02 +02:00
rogueviz-sunflower.cpp rogueviz:: added the sunflower spirals 2018-11-11 11:27:36 +01:00
rogueviz-video.cpp split namespace conformal into models and history 2019-09-12 22:50:12 +02:00
rogueviz.cpp renamed DIM to GDIM 2019-09-12 22:50:13 +02:00
rogueviz.h fixed some unused/uninitialized variables in rogueviz 2019-09-12 22:50:08 +02:00
rug.cpp PSL(2,R) 2019-09-12 22:50:15 +02:00
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savepng.cpp Minor fixes for Mac and MinGW. 2018-06-16 23:20:50 -07:00
savepng.h Updated to 8.3j 2016-08-26 11:58:03 +02:00
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screenshot.cpp refactored all the operations on View 2019-09-12 22:50:15 +02:00
shaders.cpp PSL(2,R) 2019-09-12 22:50:15 +02:00
shmup.cpp renamed DIM to GDIM 2019-09-12 22:50:13 +02:00
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sysconfig.h product:: preliminary version (no turning) 2019-09-12 22:50:13 +02:00
system.cpp hybrid:: refactored the common parts of prod and sl2, also used them when applicable 2019-09-12 22:50:15 +02:00
textures.cpp fixed the bug with black creatures in 3D 2019-09-12 22:50:14 +02:00
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usershapes.cpp renamed DIM to GDIM 2019-09-12 22:50:13 +02:00
util.cpp cleanup of mercator_fix 2019-09-12 22:50:13 +02:00
yendor.cpp hybrid:: refactored the common parts of prod and sl2, also used them when applicable 2019-09-12 22:50:15 +02:00

HyperRogue

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Current version: 11.0a

A puzzle roguelike in the hyperbolic plane. See the HyperRogue website for detailed and most up-to-date information.

Released under GNU General Public License, version 2. As such, it comes with without any warranty.

If you would like to thank me for HyperRogue, you can support the development by buying paid versions (with more up-to-date content and some social features), or in other ways. You can contact me at zeno@attnam.com, or at my blog, or via Twitter.

The game

You are a lone outsider in a strange, non-Euclidean world. You can move with the numpad, vi keys (hjklyubn), or mouse. You can also skip turns by pressing ".".

As a Rogue, your goal is to collect as many treasures as possible. However, collecting treasures attracts dangerous monsters (on the other hand, killing the monsters allows more treasures to be generated).

You can kill most monsters by moving into them. Similarly, if the monster was next to you at the end of your turn, it would kill you. The game protects you from getting yourself killed accidentally by ignoring moves which lead to instant death (similar to the check rule from Chess).

Ultimately, you will probably run into a situation where monsters surround you. That means that your adventure is over, and you will have to teleport back to the Euclidean world to survive by pressing Escape (quit).

Collecting enough treasure also allows you to find rare magical orbs, which grant you one-time or time-limited special abilities.

The world is a combination of thirteen types of lands. Each land type has specific style (monsters, treasure, magical orbs, terrain features). Collecting treasures only attracts more monsters in lands of the same type, so you can try to collect lots of treasure in several different lands!

Some of these lands are available from the beginning, others can be found only if you have proven yourself (press ESC to know what you should do to access more lands). Ultimately, you will be able to access Hell, and look for the fabulous Orbs of Yendor which are hidden there. Get at least one of them to prove that you are a true winner! Only the best players will be able to face the challenges of Hell, but both the monsters and the challenges associated with the Orbs of Yendor are different than in the rest of the game, so it should be worth it.

You can see tooltips by placing the mouse over stuff. You can also right click to get more information about game objects.

Press v to configure the game. You can also rotate the world by pressing arrow keys, PageUp and PageDn (not numpad). You can center on the PC by pressing Home.

Your scores and other stats about your games are recorded to file hyperrogue.log (in Linux, ~/.hyperrogue.log). You can save your configation to file hyperrogue.ini (in Linux, ~/.hyperrogue.ini).

The surface the game is played on is called a hyperbolic plane. It seems there is just a very small amount of games and other works of art which use hyperbolic geometry (the most well known are some works of M.C.Escher).

The game dynamically generates new parts of the world as you move. Due to nature of the hyperbolic plane, the chances that you get back to a place where you have been before are very low (unless you go back exactly the same way). See more information about the geometry used on the blog.

You can aim for the Orb of Yendor, or you can simply aim for as high score as possible. My best so far is $175 but it should be beatable (I mean, I have won fairly only once, and that was my end score in the winning game).

Technical information

You should be able to compile on Ubuntu (or similar) with something like this (you need SDL, SDL_ttf, and SDL_gfx):

sudo apt-get install gcc libsdl1.2-dev libsdl-ttf2.0-dev libsdl-gfx1.2-dev
git clone https://github.com/zenorogue/hyperrogue.git hyperrogue
cd hyperrogue
autoreconf -vi
./configure
make

There is also a standalone Makefile for Linux, OSX, and MinGW.

git clone https://github.com/zenorogue/hyperrogue.git
cd hyperrogue
make -f Makefile.simple