Roguelike | A roguelike in Elm

 by   deadfoxygrandpa Elm Version: Current License: No License

kandi X-RAY | Roguelike Summary

kandi X-RAY | Roguelike Summary

Roguelike is a Elm library. Roguelike has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

A roguelike in Elm
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            kandi-support Support

              Roguelike has a low active ecosystem.
              It has 10 star(s) with 2 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Roguelike has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Roguelike is current.

            kandi-Quality Quality

              Roguelike has 0 bugs and 0 code smells.

            kandi-Security Security

              Roguelike has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Roguelike code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Roguelike does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Roguelike releases are not available. You will need to build from source code and install.

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            Roguelike Key Features

            No Key Features are available at this moment for Roguelike.

            Roguelike Examples and Code Snippets

            No Code Snippets are available at this moment for Roguelike.

            Community Discussions

            QUESTION

            When are functions assigned to a variable actually computed?
            Asked 2022-Feb-10 at 23:02

            I'm doing some troubleshooting on a Lua function I wrote yesterday as part of a game development effort using the Love2D API. The function is designed to handle mob entities stepping around an obstruction in a tile-based roguelike type system with PG terrain. Code is below, though I'm not primarily looking for syntax help here, it's just for context. The troubleshooting raised an interesting question in my mind that I couldn't find the answer to in Lua's documentation.

            For the curious, this particular function checks "left" and "right" of an obstruction for any given direction in a set of 8 directions, sees whether the square in that direction contains walkable terrain, and then walks onto it if so. If both directions are clear, it flips a coin. If both are blocked, it gives up (for now, for testing purposes).

            I'm defining this inside of a (confirmed working) Entity class, hence all the "self" sugar. Move, canMove, and Wander are all also confirmed working methods of Entity.

            ...

            ANSWER

            Answered 2022-Feb-10 at 21:38

            move is not a valid Lua statement. You cannot just write an identifier on its own. You need to combine it with other things.

            Adding self: doesn't change that. It merely replaces the local move1 by a table element. Still this is an invalid expression.

            The only thing that changes is that Lua now expects arguments as the colon syntax is only used in combination with functions.

            If move1 is a function value you can call

            Source https://stackoverflow.com/questions/71070590

            QUESTION

            How do you replace specific characters in a string in js/html?
            Asked 2022-Jan-25 at 04:00

            I've been trying to create a roguelike from scratch, and it was going well until I got to character movement. I know how to find the location of the @(player), but I don't know how to replace individual characters of the string. I have been searching for around 30 minutes now, and I still can't find anything that works. Help would be greatly appreciated.

            ...

            ANSWER

            Answered 2022-Jan-25 at 03:41

            Tell me if I missunderstood the question, but you can use splice function, something like this:

            Source https://stackoverflow.com/questions/70843021

            QUESTION

            Player's movement in turn based system is bugged in unity, how can I fixe it?
            Asked 2021-Dec-22 at 02:14

            I am doing a roguelike game with turn based system in unity, the movement is more like chess, that you move from one place in the grid to another. Is more like moving between vectors then the grid itself.

            I did the player's movement and enemy's movement and they are working just fine if i separatedly click the w, a, s, d keys. But when I try to hold it, the player still moves fine, but the enemy move more spaces then the player and it also dont move from grid to grid, but also stays most of the times between grids, more like if you are playing chess and you put the queen half of it in one space and half of it in another.

            I know the problem is that it has something to do with the Update() function, that happens only if i hold one of the movement keys, the PlayerScript and EnemyScript codes are all correct. The 3 following codes are from the GameManager, PlayerScript and EnemyScript, the first take care of the turns, the second takes care of the player movement and the third the enemy movement. Thanks in advance for the help :)

            `

            ...

            ANSWER

            Answered 2021-Dec-22 at 02:14

            But when I try to hold it, the player still moves fine, but the enemy move more spaces then the player

            I suspect this is because your let the enemies move as soon as the player begins moving, even if the player hasn't reached his target position yet. And because you aren't using isMoving to prevent your enemies from have multiple coroutines running at once (like you are with your player) then when you hold a key down, your player starts moving but your enemy gets several moves all at once while your player's coroutine is still running.

            but also stays most of the times between grids, more like if you are playing chess and you put the queen half of it in one space and half of it in another.

            Again, I suspect this is because you have multiple moveEnemy coroutines running at once. So when the second instance of the coroutine starts, the enemy is a little bit between grid spaces because the first instance of the coroutine hasn't finished yet. So even though the second instance of the coroutine is only moving him 1 space, he starts out between spaces so he'll end up between spaces. And then that problem compounds depending on how many instances of the coroutine run.

            There are a bunch of ways to fix it, but the way that I'd recommend is to change the value of game_state to ENEMY_TURN only once your player has finished moving and set it to PLAYER_TURN only once all your enemies have finished moving. Then add a third state called BETWEEN_TURNS or something like, and set game_state to BETWEEN_TURNS immediately after the player or enemy begins moving. Then do not accept any input during BETWEEN_TURNS. That way you can make sure a complete turn has finished before you start the next turn and you don't have things moving simultaneously (unless that's what you want, in which case you'd need a different solution).

            Source https://stackoverflow.com/questions/70443120

            QUESTION

            Counting player kills in text rpg python
            Asked 2021-Sep-27 at 09:21

            I've been learning Python by doing random projects here and there. My newest project is a simple text roguelike RPG. The player starts with base stats and just has to survive

            Players can attack, heal or run. Which for the most part does work, however, I'm trying to display a kill count beside the player name and visible stats(exp and HP). I'm pretty sure my count variable is just misplaced as it resets to 0 after every enemy death. I want this because it SHOULD mimic b_count for boss appearance. My code is as follows:

            ...

            ANSWER

            Answered 2021-Sep-26 at 15:21

            Inside the battle function, you're setting the count variable at the beginning of the function, but also resetting it in a loop before it gets displayed.

            Source https://stackoverflow.com/questions/69336086

            QUESTION

            Type alias introduces error: "cast requires that `*variable*` is borrowed for `'static`"
            Asked 2021-Sep-25 at 19:04

            I'm working on a roguelike visibility function. I want to pass in a predicate to determine if the tile is blocking vision or not. The following code works as expected:

            ...

            ANSWER

            Answered 2021-Sep-25 at 18:46

            This is due to lifetime elision. The default lifetime in the function case (a unique lifetime per parameter) is different than the default lifetime in the type case ('static). You need to be explicit that the lifetime is not static:

            Source https://stackoverflow.com/questions/69329005

            QUESTION

            Why are the y axis frames to my roguelike not working?
            Asked 2021-May-23 at 06:05

            I am coding a roguelike, and am drawing each individual frame if the "coordinates" of the map are a certain number. Note: the indentation is correct in my project, it's just that stackoverflow is confusing. I made this code:

            ...

            ANSWER

            Answered 2021-May-23 at 04:23

            It's not a glitch -- the code is doing exactly what you told it to do.

            x and y both start at 0. If the user enters "s", y is increased to 1.

            Your if/else block does not have any case that matches x == 0 and y == 1, so the print('\n\n\n\n\n\n\n...') line runs forever.

            Yes, I know the code has these lines:

            Source https://stackoverflow.com/questions/67655857

            QUESTION

            Why is my frame printing not working in my custom roguelike?
            Asked 2021-May-22 at 09:20

            I'm working on a roguelike game, and I tried printing the frames:

            ...

            ANSWER

            Answered 2021-May-22 at 09:20
            i = 0
            def lv1():
                ## check here , wrong indentation 
                while i == 0:
                    x = 0
                    y = 0
                    print("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n")
                    if x == 0:
                        if y == 0:
                            print("@ - - - - - - - - - -")
                            print("- - - - - - - - - - -")
                            print("- - - - - - - - - - -")
                            print("- - - - - - - - - - []")
                            print("- - - - - - - - - - -")
                            print("- - - - - - - - - - -")
                            print("- - - - - - - - - - -")
                            print("- - - - - - - - - - -")
                            move = input("")
                            if move == "d":
                                x = 1
                    elif x == 1:
                        if y == 0:
                            print("- @ - - - - - - - - -")
                            print("- - - - - - - - - - -")
                            print("- - - - - - - - - - -")
                            print("- - - - - - - - - - []")
                            print("- - - - - - - - - - -")
                            print("- - - - - - - - - - -")
                            print("- - - - - - - - - - -")
                            print("- - - - - - - - - - -")
            
            lv1() #invoke the function
            

            Source https://stackoverflow.com/questions/67647702

            QUESTION

            How do I fix CS1525 error in this procedural generation code in my 2D roguelike dungeon game?
            Asked 2021-Jan-05 at 10:57

            New to Unity C# coding. I'm writing a script to achieve procedural generation in a 2D roguelike game. My idea is to use enum to represent 4 directions (up, down, left, right), then pick a random direction to produce a room from Prefab. Then next room will be generated by the same method. Here are my codes:

            ...

            ANSWER

            Answered 2021-Jan-05 at 10:57

            You are missing variable name in your for-loop:

            Source https://stackoverflow.com/questions/65537235

            QUESTION

            Xamarin maximum grid row/ column definitions
            Asked 2020-Oct-08 at 07:45

            I've only started playing with xamarin recently but I'm making a roguelike using xamarin and I had the idea of using a grid for the player map (each X Y position in the grid would be representing the randomly generated map) I've hit a snag though in that putting things any thing over the 55th column seems to push them off the screen (See image below)

            Here's my code so far:

            ...

            ANSWER

            Answered 2020-Oct-08 at 06:02

            You should warp the content into a ScrollView and set Content = scrollView, then you can scroll to see all the elements:

            Source https://stackoverflow.com/questions/64252761

            QUESTION

            Attempt to index global 'application' (a nil value) error
            Asked 2020-Aug-27 at 14:18

            I'm trying to follow a Lua roguelike course to learn the language and by line 17 when I had attempted to run the program to see the title it came up with the error

            ...

            ANSWER

            Answered 2020-Aug-27 at 14:18

            So I tried gideros and it worked properly, while it depends on lua it has it's own commands native to it's IDE framework.

            Source https://stackoverflow.com/questions/63599973

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Roguelike

            You can download it from GitHub.
            Elm packages are available at elm-lang.org. If you are going to make HTTP requests, you may need elm/http and elm/json. You can get them set up in your project with the following commands: elm install elm/http and elm install elm/json. It adds these dependencies into your elm.json file, making these packages available in your project. Please refer guide.elm-lang.org for more information.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/deadfoxygrandpa/Roguelike.git

          • CLI

            gh repo clone deadfoxygrandpa/Roguelike

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            git@github.com:deadfoxygrandpa/Roguelike.git

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