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A SDL roguelike in a non-euclidean world.
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2019-09-12 22:43:00 +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 3d:: 3d balls 2019-09-12 22:43:00 +02:00
achievement.cpp geometry flags part 1 2019-09-12 22:38:39 +02:00
archimedean.cpp fixed some memory bugs 2019-09-12 22:38:45 +02:00
autogen.sh Pass args from autogen.sh to ./configure 2017-06-20 16:44:36 +02:00
barriers.cpp 3d:: Great Walls in H3 geometries 2019-09-12 22:38:45 +02:00
basegraph.cpp major cleanup of projection setting 2019-09-12 22:43:00 +02:00
bigstuff.cpp fixed crashes in Camelot 2019-09-12 22:42:59 +02:00
binary-tiling.cpp 3d:: horosphere tilings now save/load correctly 2019-09-12 22:42:59 +02:00
blizzard.cpp added CAP_SHAPES: poly system works, but no shapes are used 2019-09-12 22:38:39 +02:00
cell.cpp 3d:: Euclidean tori 2019-09-12 22:42:59 +02:00
changelog.txt 11.0q 2019-09-12 22:42:59 +02:00
classes.cpp fixed the code for 434 2019-09-12 22:42:59 +02:00
classes.h major cleanup of projection setting 2019-09-12 22:43:00 +02:00
commandline.cpp fixed arg shifting 2019-09-12 22:43:00 +02:00
compileunits.h 3d:: converting the old vector graphics into 3D models 2019-09-12 22:42:59 +02:00
complex2.cpp 3d:: automatically adjust monster generation based on the number of generated cells 2019-09-12 22:38:45 +02:00
complex.cpp fixed a bug with ice in 534f; also you can now actually melt something 2019-09-12 22:38:47 +02:00
config.cpp text fixes 2019-09-12 22:42:58 +02:00
configure.ac Clean up the autotools. 2018-07-01 12:38:08 -07:00
conformal.cpp options -crot and -playerpath 2019-09-12 22:43:00 +02:00
content.cpp specified CF_FACE_UP for humanoids and similar, and CF_FACE_SIDE for quadrupeds and similar 2019-09-12 22:42:59 +02:00
control.cpp reduced the default vid.yshift in third person perspective 2019-09-12 22:42:59 +02:00
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crystal.cpp 3d:: Euclidean tori 2019-09-12 22:42:59 +02:00
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DejaVuSans-Bold.ttf Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
dialogs.cpp comma actually can be entered in number editor 2019-09-12 22:42:58 +02:00
direntx.h Add "inline" to silence GCC's -Wunused-function warnings in direntx.h. 2018-06-29 16:26:20 -07:00
earcut.hpp 3d:: converting the old vector graphics into 3D models 2019-09-12 22:42:59 +02:00
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euclid.cpp described E3 parameters 2019-09-12 22:42:59 +02:00
expansion.cpp 3D:: yendor works (?) 2019-09-12 22:38:42 +02:00
fake-mobile.cpp fake orientation in fake-mobile 2018-07-23 16:17:49 +02:00
fieldpattern.cpp 3d:: fieldpattern now works in 3D 2019-09-12 22:38:46 +02:00
flags.cpp fixed Orb of the Warp destroyed while refactoring 2019-09-12 22:42:59 +02:00
floorshapes.cpp major cleanup of projection setting 2019-09-12 22:43:00 +02:00
game.cpp fixed Orb of the Warp destroyed while refactoring 2019-09-12 22:42:59 +02:00
geom-exp.cpp 3d:: Euclidean tori 2019-09-12 22:42:59 +02:00
geometry2.cpp 3D:: alternate minefield adjacency rule 2019-09-12 22:42:59 +02:00
geometry.cpp added HEAD3 placement 2019-09-12 22:42:59 +02:00
goldberg.cpp 3d:: horotris: correct distances 2019-09-12 22:38:45 +02:00
graph.cpp major cleanup of projection setting 2019-09-12 22:43:00 +02:00
help.cpp fixed Orb of the Warp destroyed while refactoring 2019-09-12 22:42:59 +02:00
heptagon.cpp improved in the OO fashion: draw, relative_matrix, create_step, and several minor functions are now virtual in hrmap 2019-09-12 22:38:44 +02:00
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hyper.cpp CAP_ animations etc. cleanup 2019-09-12 22:38:39 +02:00
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hyper.rc 10.0n 2017-09-04 20:43:45 +02:00
hyperpoint.cpp 3d::draw:: added shading 2019-09-12 22:42:58 +02:00
hyperrogue-music.txt updated hyperrogue-music.txt 2019-04-19 22:28:34 +02:00
hyperweb.cpp improved key handling: numpad works as directions with numlock off and numbers with numlock on; shift+5 works now; better key assignments in crystal rug 2018-12-14 19:27:12 +01:00
hypgraph.cpp major cleanup of projection setting 2019-09-12 22:43:00 +02:00
init.cpp refactored some global and stereo:: variables into display_data structure 2018-11-18 18:26:56 +01:00
INSTALL Remove unnecessary autotools files, and add them to .gitignore 2015-08-13 11:31:02 +02:00
inventory.cpp inv:: mirrors set for the new Orbs 2019-09-12 22:38:39 +02:00
irregular.cpp improved in the OO fashion: draw, relative_matrix, create_step, and several minor functions are now virtual in hrmap 2019-09-12 22:38:44 +02:00
landgen.cpp fixed Orb of the Warp destroyed while refactoring 2019-09-12 22:42:59 +02:00
landlock.cpp fixed Orb of the Warp destroyed while refactoring 2019-09-12 22:42:59 +02:00
langen.cpp draw editor displays all coordinates in 3D 2019-09-12 22:42:59 +02:00
language-cz.cpp typos fixed 2019-09-12 22:42:59 +02:00
language-de.cpp typos fixed 2019-09-12 22:42:59 +02:00
language-pl.cpp typos fixed 2019-09-12 22:42:59 +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 typos fixed 2019-09-12 22:42:59 +02:00
language-tr.cpp typos fixed 2019-09-12 22:42:59 +02:00
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mapeditor.cpp throw exception on rspin in 3D 2019-09-12 22:42:59 +02:00
menus.cpp refactored native and landUnlocked into content.cpp 2019-09-12 22:42:59 +02:00
monstergen.cpp bounded Minefield now works according to the standard Minesweeper rules 2019-09-12 22:42:58 +02:00
netgen.cpp netgen:: updated prettyline to queueline 2019-09-12 22:38:43 +02:00
nofont.cpp some extra chars supported in the browser version 2018-10-01 00:20:12 +02:00
orbgen.cpp refactored native and landUnlocked into content.cpp 2019-09-12 22:42:59 +02:00
orbs.cpp using an Orb of Change on a Red Raider now also changes the other Red Raider 2019-09-12 22:42:59 +02:00
pattern2.cpp pseudohept in Field534 2019-09-12 22:38:47 +02:00
patterns.cpp 3d:: all the regular honeycombs 2019-09-12 22:38:43 +02:00
polygons.cpp major cleanup of projection setting 2019-09-12 22:43:00 +02:00
quit.cpp refactored native and landUnlocked into content.cpp 2019-09-12 22:42:59 +02:00
quotient.cpp improved in the OO fashion: draw, relative_matrix, create_step, and several minor functions are now virtual in hrmap 2019-09-12 22:38:44 +02:00
racing.cpp hr_exception, currently used for build_shortest_path 2019-09-12 22:42:58 +02:00
README.md fixed the version number in README 2018-11-20 19:04:24 +01:00
reg3.cpp set alt to NULL just in case 2019-09-12 22:42:59 +02:00
renderbuffer.cpp major cleanup of projection setting 2019-09-12 22:43:00 +02:00
rogueviz-banachtarski.cpp major cleanup of projection setting 2019-09-12 22:43:00 +02:00
rogueviz-cvl.cpp added ignore to fscanf 2019-02-10 14:58:41 +01:00
rogueviz-flocking.cpp rogueviz::flocking:: check_range CLI configuragle 2019-09-12 22:43:00 +02:00
rogueviz-fundamental.cpp implemented new geometries: cylinder and (only one for now) Mobius band 2018-12-11 22:10:53 +01:00
rogueviz-graph.cpp fixed RogueViz still using old functions 2019-09-12 22:38:45 +02:00
rogueviz-kohonen.cpp adjusted RogueViz Kohonen to 3D 2019-09-12 22:42:58 +02:00
rogueviz-magiccube.cpp rogueviz:: added rogueviz-magiccube 2019-02-08 16:55:00 +01:00
rogueviz-pentagonal.cpp implemented a better system for logging and binary output 2018-11-24 21:23:02 +01:00
rogueviz-staircase.cpp major cleanup of projection setting 2019-09-12 22:43:00 +02:00
rogueviz-sunflower.cpp rogueviz:: added the sunflower spirals 2018-11-11 11:27:36 +01:00
rogueviz-video.cpp major cleanup of projection setting 2019-09-12 22:43:00 +02:00
rogueviz.cpp rogueviz:: fat_edges 2019-09-12 22:43:00 +02:00
rogueviz.h rogueviz:: fat_edges 2019-09-12 22:43:00 +02:00
rug.cpp major cleanup of projection setting 2019-09-12 22:43:00 +02:00
savemem.cpp improved in the OO fashion: draw, relative_matrix, create_step, and several minor functions are now virtual in hrmap 2019-09-12 22:38:44 +02:00
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
scores.cpp improved key handling: numpad works as directions with numlock off and numbers with numlock on; shift+5 works now; better key assignments in crystal rug 2018-12-14 19:27:12 +01:00
screenshot.cpp animations:: frame info in animation recorder 2019-09-12 22:43:00 +02:00
shaders.cpp major cleanup of projection setting 2019-09-12 22:43:00 +02:00
shmup.cpp 3d:: make monster facing correct, based on FACEUP/FACESIDE 2019-09-12 22:42:59 +02:00
sound.cpp brownian:: nicer finding, and theme/balance improvements 2019-09-12 22:38:38 +02:00
sphere.cpp improved in the OO fashion: draw, relative_matrix, create_step, and several minor functions are now virtual in hrmap 2019-09-12 22:38:44 +02:00
surface.cpp 3d:: rug uses the new functions 2019-09-12 22:38:42 +02:00
sysconfig.h fixup for Steam/Windows compilers 2019-09-12 22:38:45 +02:00
system.cpp fixed generation in spherical minefield 2019-09-12 22:42:59 +02:00
textures.cpp more triangles shown in 3D textures 2019-09-12 22:42:59 +02:00
tour.cpp typos fixed 2019-09-12 22:42:59 +02:00
util.cpp 'shot' value to change shots 2019-09-12 22:42:59 +02:00
yendor.cpp yet more interesting Yendor path in binary tilings 2019-09-12 22:38:42 +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