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A SDL roguelike in a non-euclidean world.
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2019-09-12 22:49:48 +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
sounds steamhiss sound 2017-10-10 14:59:19 +02:00
.gitignore Remove useless configure file 2016-04-03 16:31:21 +02:00
.travis.yml Add GCC 4.6 to the TravisCI build. 2019-02-10 14:51:21 -05:00
3d-models.cpp 3d:: removed debug from adjust_eye 2019-09-12 22:49:44 +02:00
achievement.cpp geometry flags part 1 2019-09-12 22:38:39 +02:00
archimedean.cpp 2D3D:: Archimedean no longer crashes after changing 2019-09-12 22:43:01 +02:00
autogen.sh Pass args from autogen.sh to ./configure 2017-06-20 16:44:36 +02:00
barriers.cpp 3D graphics in 2D (first commit) 2019-09-12 22:43:01 +02:00
basegraph.cpp fixed circle drawing 2019-09-12 22:43:01 +02:00
bigstuff.cpp 3D graphics in 2D (first commit) 2019-09-12 22:43:01 +02:00
binary-tiling.cpp horopoint cleanup in 2D 2019-09-12 22:43:01 +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 graphics in 2D (first commit) 2019-09-12 22:43:01 +02:00
changelog.txt 11.0u and the fix to ocean/rrv 2019-09-12 22:43:02 +02:00
classes.cpp fixed the code for 434 2019-09-12 22:42:59 +02:00
classes.h removed mdText as it was equivalent to mdUnchanged 2019-09-12 22:43:00 +02:00
commandline.cpp fixed arg shifting 2019-09-12 22:43:00 +02:00
compileunits.h moved loadOldConfig to legacy.cpp and disabled it 2019-09-12 22:43:00 +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 3D graphics in 2D (first commit) 2019-09-12 22:43:01 +02:00
config.cpp 3d: set the default sight ranges for every 3D geometry so that the framerate on laptop is around 60 fps 2019-09-12 22:49:46 +02:00
configure.ac Clean up the autotools. 2018-07-01 12:38:08 -07:00
conformal.cpp dialog:: addBoolItem_action, addBoolItem_action_neg, addBoolItem_choice used when applicable 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 3D graphics in 2D (first commit) 2019-09-12 22:43:01 +02:00
COPYING Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
crystal.cpp dialog:: addBoolItem_action, addBoolItem_action_neg, addBoolItem_choice used when applicable 2019-09-12 22:43:00 +02:00
debug.cpp 3D graphics in 2D (first commit) 2019-09-12 22:43:01 +02:00
DejaVuSans-Bold.ttf Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
dialogs.cpp replaced the sm::A3 flags with newer techniques (also fixes help in 3D config not appearing) 2019-09-12 22:43:00 +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 adjustments for older g++ 2019-09-12 22:43:00 +02:00
embuild.sh TravisCI and Makefile integration for the emscripten build! 2018-07-10 17:48:31 -07:00
euclid.cpp refactored first_cell_to_draw so that it is changed in one place 2019-09-12 22:49:46 +02:00
expansion.cpp dialog:: addBoolItem_action, addBoolItem_action_neg, addBoolItem_choice used when applicable 2019-09-12 22:43:00 +02:00
fake-mobile.cpp fake orientation in fake-mobile 2018-07-23 16:17:49 +02:00
fieldpattern.cpp 2d3d:: fixed Field Pattern 2019-09-12 22:43:02 +02:00
flags.cpp fixed Orb of the Warp destroyed while refactoring 2019-09-12 22:42:59 +02:00
floorshapes.cpp no more need_reset_geometry after make_floor_textures -- it will be done anyway 2019-09-12 22:49:43 +02:00
game.cpp 3D graphics in 2D (first commit) 2019-09-12 22:43:01 +02:00
geom-exp.cpp 2d3d:: textures on sidewalls 2019-09-12 22:43:01 +02:00
geometry2.cpp 3d:: fixed cellgfxdist in 3D 2019-09-12 22:49:41 +02:00
geometry.cpp 2d3d:: remove 3D options from the menu if not available 2019-09-12 22:43:02 +02:00
goldberg.cpp 3d:: horotris: correct distances 2019-09-12 22:38:45 +02:00
graph.cpp refactored grid, and made it display nicely in 2d3d 2019-09-12 22:49:46 +02:00
help.cpp 3D graphics in 2D (first commit) 2019-09-12 22:43:01 +02:00
heptagon.cpp fixed binary tiling 2019-09-12 22:43:01 +02:00
hr-icon.ico Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
hud.cpp flushes to prevent distorted graphics in web version 2019-09-12 22:43:02 +02:00
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hyper.cpp CAP_ animations etc. cleanup 2019-09-12 22:38:39 +02:00
hyper.h 3d:: an option to limit cell generation 2019-09-12 22:49:45 +02:00
hyper.rc 10.0n 2017-09-04 20:43:45 +02:00
hyperpoint.cpp 2d3d:: space rocks no longer try to 'randomly spin' into space 2019-09-12 22:49:47 +02:00
hyperrogue-music.txt updated hyperrogue-music.txt 2019-04-19 22:28:34 +02:00
hyperweb.cpp set the current settings for the online version 2019-09-12 22:43:01 +02:00
hypgraph.cpp 2d3d:: in_smart_range uses vid.smart_range_detail, not vid.smart_range_detail3 which is less applicable 2019-09-12 22:49:48 +02:00
init.cpp renamed shmup::safety to delayed_safety to prevent confusion 2019-09-12 22:43:00 +02:00
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 2d3d:: fixed DIM to WDIM in landgen.cpp 2019-09-12 22:43:02 +02:00
landlock.cpp 3D graphics in 2D (first commit) 2019-09-12 22:43:01 +02:00
langen.cpp draw editor displays all coordinates in 3D 2019-09-12 22:42:59 +02:00
language-cz.cpp PL/CZ translation fix 2019-09-12 22:43:00 +02:00
language-de.cpp typos fixed 2019-09-12 22:42:59 +02:00
language-pl.cpp PL/CZ translation fix 2019-09-12 22:43:00 +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
language.cpp text improvements; PL translation update; fixed %y0 in Polish 2018-11-11 11:27:36 +01:00
legacy.cpp moved shmup::loadConfig to legacy too 2019-09-12 22:43:00 +02:00
Makefile.am Fix some issues with the MinGW build. 2018-09-05 22:28:03 -07:00
Makefile.rv fixed arg shifting 2019-09-12 22:43:00 +02:00
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mapeditor.cpp dialog:: addBoolItem_action, addBoolItem_action_neg, addBoolItem_choice used when applicable 2019-09-12 22:43:00 +02:00
menus.cpp added some missing CAP_ and MAXMDIM guards 2019-09-12 22:43:01 +02:00
monstergen.cpp 3D graphics in 2D (first commit) 2019-09-12 22:43:01 +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 Orb of Winter no longer useless in Volcanic 2019-09-12 22:43:00 +02:00
orbs.cpp fixed Mutant Ivies appearing via Orb of Change 2019-09-12 22:43:01 +02:00
pattern2.cpp 3D graphics in 2D (first commit) 2019-09-12 22:43:01 +02:00
patterns.cpp 3d:: all the regular honeycombs 2019-09-12 22:38:43 +02:00
polygons.cpp 3d:: fixed transparent walls 2019-09-12 22:49:44 +02:00
quit.cpp quitsaves() depends on CAP_SAVE, not havesave 2019-09-12 22:43:00 +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 dialog:: addBoolItem_action, addBoolItem_action_neg, addBoolItem_choice used when applicable 2019-09-12 22:43:00 +02:00
README.md fixed the version number in README 2018-11-20 19:04:24 +01:00
reg3.cpp refactored first_cell_to_draw so that it is changed in one place 2019-09-12 22:49:46 +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 some missing CAP_ and MAXMDIM guards 2019-09-12 22:43:01 +02:00
rogueviz-flocking.cpp dialog:: addBoolItem_action, addBoolItem_action_neg, addBoolItem_choice used when applicable 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 rogueviz:: removed some junk from rogueviz-graph.cpp 2019-09-12 22:43:01 +02:00
rogueviz-kohonen.cpp added some missing CAP_ and MAXMDIM guards 2019-09-12 22:43:01 +02:00
rogueviz-magiccube.cpp added some missing CAP_ and MAXMDIM guards 2019-09-12 22:43:01 +02:00
rogueviz-pentagonal.cpp added some missing CAP_ and MAXMDIM guards 2019-09-12 22:43:01 +02:00
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 added some missing CAP_ and MAXMDIM guards 2019-09-12 22:43:01 +02:00
rogueviz.cpp added some missing CAP_ and MAXMDIM guards 2019-09-12 22:43:01 +02:00
rogueviz.h rogueviz:: fat_edges 2019-09-12 22:43:00 +02:00
rug.cpp replaced some instances of double to ld, so that everything compiles when ld is redefined to float 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 3d:: an option to limit cell generation 2019-09-12 22:49:45 +02:00
shaders.cpp fixes to projection streamlining 2019-09-12 22:43:00 +02:00
shmup.cpp 2d3d:: monster at's are now fixed to 2D in all geometries (including virtual rebasing) 2019-09-12 22:49:47 +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 added some missing CAP_ and MAXMDIM guards 2019-09-12 22:43:01 +02:00
system.cpp 3D graphics in 2D (first commit) 2019-09-12 22:43:01 +02:00
textures.cpp refactured 'texture_order' as a separate function 2019-09-12 22:43:01 +02:00
tour.cpp typos fixed 2019-09-12 22:42:59 +02:00
util.cpp whatever cont. 2019-09-12 22:43:01 +02:00
yendor.cpp 3D graphics in 2D (first commit) 2019-09-12 22:43:01 +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