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A SDL roguelike in a non-euclidean world.
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2019-09-12 22:38:40 +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
achievement.cpp geometry flags part 1 2019-09-12 22:38:39 +02:00
archimedean.cpp geometry flags part 1 2019-09-12 22:38:39 +02:00
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 shaderside projection for DIM==3 2019-09-12 22:38:39 +02:00
bigstuff.cpp regular pattern on 3D Temple of Cthulhu 2019-09-12 22:38:40 +02:00
binary-tiling.cpp btrange_cosh checked in do_draw 2019-09-12 22:38:40 +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 moved all the Euclidean maps to euclid.cpp 2019-09-12 22:38:40 +02:00
changelog.txt version 11.0f 2019-09-12 22:38:39 +02:00
classes.cpp 3D:: cube tiling 2019-09-12 22:38:40 +02:00
classes.h 3D:: cube tiling 2019-09-12 22:38:40 +02:00
commandline.cpp Rearrange some macros. No functional change intended. 2019-02-08 18:18:56 -05:00
compileunits.h moved all the Euclidean maps to euclid.cpp 2019-09-12 22:38:40 +02:00
complex2.cpp fixed Brown Islands crashing in Euclidean 2019-09-12 22:38:39 +02:00
complex.cpp CAP_FIELD part 1 2019-09-12 22:38:39 +02:00
config.cpp missing CAP_ANIMATIONS guard 2019-09-12 22:38:39 +02:00
configure.ac Clean up the autotools. 2018-07-01 12:38:08 -07:00
conformal.cpp some work on 3D view 2019-09-12 22:38:39 +02:00
control.cpp 3d:: 2D/3D is now selectable at runtime 2019-09-12 22:38:40 +02:00
COPYING Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
crystal.cpp hyperpoint adjusted for 3D geometry 2019-09-12 22:38:39 +02:00
debug.cpp added CAP_SHAPES: poly system works, but no shapes are used 2019-09-12 22:38:39 +02:00
DejaVuSans-Bold.ttf Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
dialogs.cpp CAP_ animations etc. cleanup 2019-09-12 22:38:39 +02:00
direntx.h Add "inline" to silence GCC's -Wunused-function warnings in direntx.h. 2018-06-29 16:26:20 -07:00
embuild.sh TravisCI and Makefile integration for the emscripten build! 2018-07-10 17:48:31 -07:00
euclid.cpp moved all the Euclidean maps to euclid.cpp 2019-09-12 22:38:40 +02:00
expansion.cpp CAP_ animations etc. cleanup 2019-09-12 22:38:39 +02:00
fake-mobile.cpp fake orientation in fake-mobile 2018-07-23 16:17:49 +02:00
fieldpattern.cpp CAP_FIELD part 1 2019-09-12 22:38:39 +02:00
flags.cpp new lands:: land/monster nativity/treasure rules 2019-04-29 17:19:06 +02:00
floorshapes.cpp 3d:: 2D/3D is now selectable at runtime 2019-09-12 22:38:40 +02:00
game.cpp CAP_COMPLEX2 first 2019-09-12 22:38:39 +02:00
geom-exp.cpp 3D:: cube tiling 2019-09-12 22:38:40 +02:00
geometry2.cpp moved all the Euclidean maps to euclid.cpp 2019-09-12 22:38:40 +02:00
geometry.cpp rem 2019-09-12 22:38:40 +02:00
goldberg.cpp hyperpoint adjusted for 3D geometry 2019-09-12 22:38:39 +02:00
graph.cpp moved all the Euclidean maps to euclid.cpp 2019-09-12 22:38:40 +02:00
help.cpp geometry flags part 1 2019-09-12 22:38:39 +02:00
heptagon.cpp moved all the Euclidean maps to euclid.cpp 2019-09-12 22:38:40 +02:00
hr-icon.ico Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
hud.cpp added CAP_SHAPES: poly system works, but no shapes are used 2019-09-12 22:38:39 +02:00
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hyper.cpp CAP_ animations etc. cleanup 2019-09-12 22:38:39 +02:00
hyper.h moved all the Euclidean maps to euclid.cpp 2019-09-12 22:38:40 +02:00
hyper.rc 10.0n 2017-09-04 20:43:45 +02:00
hyperpoint.cpp fixed some bugs in hyperpoint.cpp 2019-09-12 22:38:40 +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 moved all the Euclidean maps to euclid.cpp 2019-09-12 22:38:40 +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 hyperpoint adjusted for 3D geometry 2019-09-12 22:38:39 +02:00
landgen.cpp 3D:: no more statues of Cthulhu in 3D shmup 2019-09-12 22:38:40 +02:00
landlock.cpp newlands:: disabled lands requiring CAP_COMPLEX2 2019-09-12 22:38:39 +02:00
langen.cpp improvements in expansion 2018-09-13 20:38:06 +02:00
language-cz.cpp Czech translation updated, typos fixed in the Polish translation 2019-09-12 22:38:39 +02:00
language-de.cpp various text improvements, and translation update 2018-11-01 19:08:01 +01:00
language-pl.cpp Czech translation updated, typos fixed in the Polish translation 2019-09-12 22:38:39 +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 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
language.cpp text improvements; PL translation update; fixed %y0 in Polish 2018-11-11 11:27:36 +01:00
Makefile.am Fix some issues with the MinGW build. 2018-09-05 22:28:03 -07:00
Makefile.rv rogueviz:: removed patterngen.cpp from RogueViz makefile 2018-11-24 17:22:41 +01:00
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mapeditor.cpp CAP_POLY part 1 2019-09-12 22:38:39 +02:00
menus.cpp CAP_ animations etc. cleanup 2019-09-12 22:38:39 +02:00
monstergen.cpp CAP_COMPLEX2 first 2019-09-12 22:38:39 +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 Orb of Safety is now a guest orb in Brownian 2019-09-12 22:38:39 +02:00
orbs.cpp Orb of Gravity now gives life in shmup (since it does not work) 2019-09-12 22:38:39 +02:00
pattern2.cpp CAP_FIELD part 1 2019-09-12 22:38:39 +02:00
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 3D:: cube tiling 2019-09-12 22:38:40 +02:00
quit.cpp racing:: track selection; can be now set as a special game mode 2019-04-29 17:19:05 +02:00
racing.cpp racing:: CAP_FILES employed 2019-09-12 22:38:39 +02:00
README.md fixed the version number in README 2018-11-20 19:04:24 +01:00
renderbuffer.cpp fixed non-transparent screenshot background 2019-02-06 16:37:20 +01:00
rogueviz-banachtarski.cpp Fix some minor std::function-related bugs. 2019-02-06 18:48:53 +01:00
rogueviz-cvl.cpp added ignore to fscanf 2019-02-10 14:58:41 +01:00
rogueviz-flocking.cpp parts pushed too fast 2019-02-08 17:39:46 +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 Fix some minor std::function-related bugs. 2019-02-06 18:48:53 +01:00
rogueviz-kohonen.cpp added sm::MAYDARK to some dialogs 2018-12-14 19:30:22 +01:00
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 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 rogueviz:: added cvl 2019-02-10 10:43:51 +01:00
rogueviz.h rogueviz:: added flocking simulation 2018-11-18 18:26:56 +01:00
rug.cpp redesigned the Experiment with Geometry menu 2019-02-08 16:55:00 +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 missing CAP_SVG guards 2019-09-12 22:38:39 +02:00
shaders.cpp 3d:: 2D/3D is now selectable at runtime 2019-09-12 22:38:40 +02:00
shmup.cpp 3d:: 2D/3D is now selectable at runtime 2019-09-12 22:38:40 +02:00
sound.cpp brownian:: nicer finding, and theme/balance improvements 2019-09-12 22:38:38 +02:00
surface.cpp 3D display of Crystal 2018-12-14 19:27:11 +01:00
sysconfig.h 3d:: 2D/3D is now selectable at runtime 2019-09-12 22:38:40 +02:00
system.cpp 3D:: cube tiling 2019-09-12 22:38:40 +02:00
textures.cpp texture:: 'paint textures' in main menu now starts Canvas automatically 2019-02-06 18:48:52 +01:00
tour.cpp press '0' to exit the Tutorial 2019-02-06 18:48:52 +01:00
util.cpp CAP_ animations etc. cleanup 2019-09-12 22:38:39 +02:00
yendor.cpp CAP_FIELD part 1 2019-09-12 22:38:39 +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