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A SDL roguelike in a non-euclidean world.
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hyperroid more mobile fixes 2017-08-06 16:17:13 +02:00
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achievement.cpp removed the no longer used syncstate variable 2018-05-18 13:58:07 +02:00
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barriers.cpp improved the 'full game' in weird CR4 2018-04-11 23:37:28 +02:00
basegraph.cpp HQ shot no longer disable cheat 2018-04-21 12:01:53 +02:00
bigstuff.cpp Fixed the bugs with computing fieldpattern not in hyperbolic geometry (memory error + canvas crashes) 2018-05-09 21:32:31 +02:00
blizzard.cpp cellgfxdist and cellrelmatrix work correctly in gp 2018-05-04 02:41:09 +02:00
cell.cpp getEuclidCdata now uses 'vector' as a parameter, not heptagon* 2018-05-09 21:32:59 +02:00
changelog.txt 10.3v 2018-05-15 23:21:12 +02:00
classes.cpp started the 'Brownian' land 2018-05-04 02:43:25 +02:00
classes.h started the 'Brownian' land 2018-05-04 02:43:25 +02:00
commandline.cpp canvas_invisible option 2018-04-21 17:57:30 +02:00
compileunits.h some work on daily 2018-05-15 23:26:04 +02:00
complex.cpp Fixed the bugs with computing fieldpattern not in hyperbolic geometry (memory error + canvas crashes) 2018-05-09 21:32:31 +02:00
config.cpp fixed disabling CAP_RUG and CAP_TOUR 2018-05-07 20:09:58 +02:00
configure.ac Link in g++ for GLEW 2017-07-24 20:48:52 +02:00
conformal.cpp fixed disabling CAP_RUG and CAP_TOUR 2018-05-07 20:09:58 +02:00
control.cpp refactored handle_event out of mainloopiter 2018-05-26 01:10:23 +02:00
COPYING Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
debug.cpp debug:: shift+Z now moves the player to the center of their cell 2018-04-21 12:16:04 +02:00
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dialogs.cpp 'numberdark' value controls darkening in number dialogs 2018-05-15 23:26:27 +02:00
direntx.c fixes for Emscripten, and for compiling without tutorial 2017-04-15 04:48:59 +02:00
direntx.h Updated HyperRogue sources to 7.4f. 2016-01-02 11:09:13 +01:00
embuild.sh added the commandline for Emscripten 2017-08-13 20:48:07 +02:00
fake-mobile.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
fieldpattern.cpp Fixed the bugs with computing fieldpattern not in hyperbolic geometry (memory error + canvas crashes) 2018-05-09 21:32:31 +02:00
flags.cpp isEquidLand flag 2018-05-01 19:34:37 +02:00
floorshapes.cpp Fixed Goldberg on elliptic 2018-05-20 15:14:58 +02:00
game.cpp Hunting Dogs no longer retreat outside of non-quotient hyperbolic geometry 2018-05-20 15:15:29 +02:00
geom-exp.cpp Land switching in geom-exp (cheater enabled) 2018-04-15 13:04:02 +02:00
geometry.cpp fixed the floor patterns in non-bitrunc square grid 2018-05-08 01:59:57 +02:00
glew.c fixes for Emscripten, and for compiling without tutorial 2017-04-15 04:48:59 +02:00
goldberg.cpp translation of Goldberg helptext 2018-05-20 15:15:38 +02:00
graph.cpp fixed the Hive pattern 2018-05-09 21:39:37 +02:00
help.cpp added bug reporters to credits 2018-04-23 12:53:57 +02:00
heptagon.cpp fixed the crash with four... geometries (appeared on OSX) 2018-05-03 13:14:21 +02:00
hr-icon.ico Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
hud.cpp all treasures are important in Daily 2018-05-20 15:15:49 +02:00
hyper.cpp cleanup: arguments 2018-02-26 13:14:20 +01:00
hyper.exe Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
hyper.h refactored handle_event out of mainloopiter 2018-05-26 01:10:23 +02:00
hyper.rc 10.0n 2017-09-04 20:43:45 +02:00
hyperpoint.cpp simplified hyperpoint.cpp a bit 2018-05-20 15:30:43 +02:00
hyperrogue-music.txt updated music list in repo; changed the Hunting music to Graveyard 2017-10-30 10:39:02 +01:00
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hyperweb.cpp restartGame, wrong mode, and resetModes now use constants instead of magic char names 2018-04-09 18:05:23 +02:00
hypgraph.cpp MAJOR REWRITE of floor patterns 2018-05-07 20:13:56 +02:00
init.cpp 10.3v 2018-05-15 23:21:12 +02:00
INSTALL Remove unnecessary autotools files, and add them to .gitignore 2015-08-13 11:31:02 +02:00
inventory.cpp preparing for daily 2018-05-01 00:21:18 +02:00
landgen.cpp Randomized version of Land of Storms, for other hyperbolic geometries 2018-05-16 10:52:23 +02:00
landlock.cpp Randomized version of Land of Storms, for other hyperbolic geometries 2018-05-16 10:52:23 +02:00
langen.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
language-cz.cpp Czech and Russian translations updated 2018-05-22 22:11:01 +02:00
language-de.cpp adjusted the Domination description 2018-02-27 23:53:48 +01:00
language-pl.cpp Polish translations 2018-05-20 15:17:06 +02:00
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language-ru.cpp Czech and Russian translations updated 2018-05-22 22:11:01 +02:00
language-tr.cpp updated to 10.0c 2017-07-23 01:33:27 +02:00
language.cpp exporting more in hyper.h 2018-03-30 00:20:50 +02:00
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Makefile.mgw Updated to 8.3j 2016-08-26 11:58:03 +02:00
mapeditor.cpp MAJOR REWRITE of floor patterns 2018-05-07 20:13:56 +02:00
menus.cpp Strange Challenge in the start menu 2018-05-20 15:17:22 +02:00
monstergen.cpp prevent_spawn_treasure in daily 2018-05-20 15:16:21 +02:00
netgen.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
nofont.cpp more work on the online version: fullscreen, orientation 2018-02-11 21:39:47 +01:00
orbgen.cpp Orb of Slaying is no longer considered useful in all lands 2018-05-15 23:30:11 +02:00
orbs.cpp lightning bolts are no longer generated forever 2018-05-20 15:18:03 +02:00
pattern2.cpp fixed threecolor pattern claiming to work when it does not, or producing weird effects 2018-05-15 23:24:04 +02:00
patterngen.cpp more elegant cellwalkers 2018-03-24 12:59:01 +01:00
patterns.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
polygons.cpp reduced the priority of shBigTriangle so that it is below other floors -- looks better in Crystal sublands 2018-05-22 22:07:47 +02:00
quit.cpp some work on daily 2018-05-15 23:26:04 +02:00
README.md Updated to 9.4g 2017-05-16 13:20:04 +02:00
renderbuffer.cpp fixed the sizes in renderbuffer 2018-02-27 19:21:31 +01:00
rogueviz-kohonen.cpp RogueViz no longer causes 'm' to crash 2018-05-20 15:18:20 +02:00
rogueviz-staircase.cpp made RogueViz staircase compile without CAP_TEXTURE 2018-05-22 22:08:24 +02:00
rogueviz.cpp RogueViz fixes 2018-05-18 17:34:12 +02:00
rogueviz.h added a comment to rogueviz.h (rogueviz sources are not to be included with HyperRogue sources by default) 2018-05-22 22:09:16 +02:00
rug.cpp RogueViz fixes 2018-05-18 17:34:12 +02:00
savemem.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
savepng.c Add support for savepng.c 2016-08-26 18:36:03 +02:00
savepng.h Updated to 8.3j 2016-08-26 11:58:03 +02:00
scores.cpp fixed score sorting 2018-04-14 09:43:42 +02:00
setversion-sh Updated to 9.4g (mostly tutorial fixes) 2017-04-14 20:12:23 +02:00
shaders.cpp .. to last commit 2018-04-06 00:33:03 +02:00
shmup.cpp fixed a bug in fixStorage 2018-05-22 20:40:52 +02:00
sound.cpp spawn sound for Wind Crows 2018-03-25 14:05:04 +02:00
surface.cpp fixed graphics 2018-04-04 01:19:21 +02:00
system.cpp fixed geometry changing in the Tutorial 2018-05-18 17:36:35 +02:00
textures.cpp RogueViz fixes 2018-05-18 17:34:12 +02:00
tour.cpp tour:: added XLAT in some places, also 'disable the Camelot cheat' 2018-04-22 11:13:13 +02:00
util.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
yendor.cpp leaderboards rewrite 2018-05-15 23:23:12 +02:00
zeno.css Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00

HyperRogue

Current version: 9.4g

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). See the website for some screenshots, and more detailed and up-to-date information! 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## The HyperRogue package includes a Windows executable, documentation, and C++ source which has been tested under Linux (you need SDL, SDL_ttf, and SDL_gfx). You should be able to compile on Ubuntu (or similar) with something like this:

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-git
cd hyperrogue-git
./configure
make

It should also compile under MacOS with something like `make -f Makefile.mac{ (note: I have no access to a MacOS machine to test this makefile myself, it is based on this post by Konstantin Stupnik).

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, donations are welcome. You can contact me at zeno@attnam.com, or at RogueTemple or New Attnam forums (Z), or at my blog.