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A SDL roguelike in a non-euclidean world.
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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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achievement.cpp cleaned up geometry achievements, and added Crystal Camelot 2019-02-06 18:48:35 +01:00
archimedean.cpp arcm:: no longer crashes with divby0 on some incorrect strings 2018-12-14 19:27:12 +01:00
autogen.sh Pass args from autogen.sh to ./configure 2017-06-20 16:44:36 +02:00
barriers.cpp fixes some glitches with nowall barriers in GP(2,1) 2018-09-23 17:10:26 +02:00
basegraph.cpp fixed halfplane model orientation shaderside 2018-11-22 22:10:27 +01:00
bigstuff.cpp removed Lancers and PyroCultists from Camelot if getDistLimit is too low 2019-02-06 18:48:38 +01:00
binary-tiling.cpp added some missing CAP_ guards 2018-12-15 15:17:06 +01:00
blizzard.cpp better system of syncing game animations 2018-09-10 17:49:51 +02:00
cell.cpp octagon geometry 2019-02-06 18:48:52 +01:00
changelog.txt 10.4d 2018-12-14 19:30:54 +01:00
classes.cpp octagon geometry 2019-02-06 18:48:52 +01:00
classes.h octagon geometry 2019-02-06 18:48:52 +01:00
commandline.cpp fixed some issues with commandline arguments (svg shots made correctly from cli) 2019-02-06 18:48:52 +01:00
compileunits.h crystal:: added multi-dimensional geometries (referred to as crystal), available via CLI for now 2018-12-14 19:27:11 +01:00
complex.cpp hive:: use revstep 2018-12-14 19:27:12 +01:00
config.cpp fixed some issues with commandline arguments (svg shots made correctly from cli) 2019-02-06 18:48:52 +01:00
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conformal.cpp X sign in rotated hyperboles 2019-02-06 16:39:08 +01:00
control.cpp more guards for CAP_SHOT/CAP_FILES 2018-12-15 15:20:27 +01:00
COPYING Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
crystal.cpp crystal:: ignore invisible floors in rug 2019-02-06 18:48:52 +01:00
debug.cpp web:: 'take screenshot' feature now creates a SVG file and opens it in a new window 2018-12-14 19:30:22 +01:00
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expansion.cpp added some missing CAP_ guards 2018-12-15 15:17:06 +01:00
fake-mobile.cpp fake orientation in fake-mobile 2018-07-23 16:17:49 +02:00
fieldpattern.cpp in fieldpattern used const MAXDIST instead of 60; also increased it to 120 2018-12-11 22:10:53 +01:00
flags.cpp mirrorcolor is now always affected by mimic color changes 2018-11-11 12:55:11 +01:00
floorshapes.cpp renamed hook to floor_hook in floorshapes.cpp 2018-09-10 17:23:24 +02:00
game.cpp reduced the range of Fire Cultists to 2 if getDistLimit() < 4 2019-02-06 18:48:49 +01:00
geom-exp.cpp Camelot unlocked in geom-exp with treasure >= 1 2019-02-06 18:48:52 +01:00
geometry2.cpp fixed some bugs with calc_relative_matrix 2018-12-14 19:30:22 +01:00
geometry.cpp increased fmax in hyperbolic space to make it work with larger tesselations 2018-12-11 22:10:53 +01:00
goldberg.cpp the game now uses the word 'pure' for non-bitruncated geometries 2019-02-06 18:48:52 +01:00
graph.cpp added new -wsh: '^' which draws no borders between full floors 2019-02-06 18:48:52 +01:00
help.cpp crystal:: added a conduct for doing Camelot without compasses 2019-02-06 18:48:33 +01:00
heptagon.cpp octagon geometry 2019-02-06 18:48:52 +01:00
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hyper.h crystal:: coordinate computation is exported now 2019-02-06 18:48:52 +01:00
hyper.rc 10.0n 2017-09-04 20:43:45 +02:00
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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 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
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landgen.cpp crystal:: Emerald Mine now uses random floors 2019-02-06 18:48:52 +01:00
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language-ru.cpp various text improvements, and translation update 2018-11-01 19:08:01 +01:00
language-tr.cpp fixed a translation bug 2018-08-31 04:19:12 +02:00
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Makefile.rv rogueviz:: removed patterngen.cpp from RogueViz makefile 2018-11-24 17:22:41 +01:00
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mapeditor.cpp fix to geometry specifics saving 2018-12-15 14:16:57 +01:00
menus.cpp when search in overview matches nothing, it now displays lands not in game 2019-02-06 18:48:52 +01:00
monstergen.cpp type color_t should now be consistently used for colors; reimplemented drawqueue in OO fashion 2018-09-04 19:53:42 +02:00
netgen.cpp implemented a better system for logging and binary output 2018-11-24 21:23:02 +01:00
nofont.cpp some extra chars supported in the browser version 2018-10-01 00:20:12 +02:00
orbgen.cpp orbinfos is a vector now 2019-02-06 16:38:48 +01:00
orbs.cpp fixed a crash when jumping on an Orb of Safety 2018-11-19 22:22:16 +01:00
pattern2.cpp cli option -wsh works better now 2019-02-06 18:48:52 +01:00
patterns.cpp moved all the HyperRogue stuff except RogueViz to namespace 'hr' -- useful when using hr as a library 2018-06-11 01:58:31 +02:00
polygons.cpp fixed some issues with commandline arguments (svg shots made correctly from cli) 2019-02-06 18:48:52 +01:00
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renderbuffer.cpp fixed non-transparent screenshot background 2019-02-06 16:37:20 +01:00
rogueviz-banachtarski.cpp rogueviz:: fixed to drawStandard in Banach-Tarski 2018-11-24 02:08:27 +01:00
rogueviz-flocking.cpp rogueviz::flocking:: set PHASEFROM(2) 2018-12-14 19:30:22 +01:00
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 implemented a better system for logging and binary output 2018-11-24 21:23:02 +01:00
rogueviz-kohonen.cpp added sm::MAYDARK to some dialogs 2018-12-14 19:30:22 +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 added sm::MAYDARK to some dialogs 2018-12-14 19:30:22 +01:00
rogueviz-sunflower.cpp rogueviz:: added the sunflower spirals 2018-11-11 11:27:36 +01:00
rogueviz-video.cpp screenshots are more configurable now 2018-12-14 19:30:17 +01:00
rogueviz.cpp screenshots are more configurable now 2018-12-14 19:30:17 +01:00
rogueviz.h rogueviz:: added flocking simulation 2018-11-18 18:26:56 +01:00
rug.cpp added sm::MAYDARK to some dialogs 2018-12-14 19:30:22 +01:00
savemem.cpp instead of nonbitrunc, gp::on and irr::on, there is one variable, variation 2018-08-28 17:17:34 +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 fixed some issues with commandline arguments (svg shots made correctly from cli) 2019-02-06 18:48:52 +01:00
setversion-sh Updated to 9.4g (mostly tutorial fixes) 2017-04-14 20:12:23 +02:00
shaders.cpp fixed some issues with commandline arguments (svg shots made correctly from cli) 2019-02-06 18:48:52 +01:00
shmup.cpp added some missing CAP_ guards 2018-12-15 15:17:06 +01:00
sound.cpp animation menu 2018-09-10 18:12:07 +02:00
surface.cpp 3D display of Crystal 2018-12-14 19:27:11 +01:00
sysconfig.h added some missing CAP_ guards 2018-12-15 15:17:06 +01:00
system.cpp rosemap now cleared correctly when clearing map 2019-02-06 18:48:52 +01:00
textures.cpp screenshots are more configurable now 2018-12-14 19:30:17 +01:00
tour.cpp press '0' to exit the Tutorial 2019-02-06 18:48:52 +01:00
util.cpp parser:: extra functions: to01 and ifp 2019-02-06 18:48:52 +01:00
yendor.cpp fixed a crash in the Ivory Tower 2019-02-06 18:48:52 +01:00
zeno.css Initialization with hyperrogue-66 2015-08-08 15:57:52 +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