roguelike | A procedurally-generated roguelike personal learning | Game Engine library

 by   torrobinson TypeScript Version: Current License: No License

kandi X-RAY | roguelike Summary

kandi X-RAY | roguelike Summary

roguelike is a TypeScript library typically used in Gaming, Game Engine applications. roguelike has no bugs, it has no vulnerabilities and it has low support. You can download it from GitLab, GitHub.

This is an experiment to familiarize myself with game mechanics, TypeScript, and Pixi.js. It is a procedurally generated rogulike-esque game with armor, a gui, monsters, and fake "lighting". The game "engine" is written entirely from scratch, with the exception of a pathfinder (for resolving paths) and Pixi for drawing images and shapes to the screen.
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            kandi-support Support

              roguelike has a low active ecosystem.
              It has 12 star(s) with 0 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 16 open issues and 50 have been closed. On average issues are closed in 4 days. 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 no bugs reported.

            kandi-Security Security

              roguelike has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            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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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of roguelike
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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

            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

            QUESTION

            Roguelike Development Roadblock! libtcod.map_compute_fov depreciated?
            Asked 2020-Jul-14 at 18:47

            I'll try to be both brief and thorough.

            I am following the tcod Rouguelike tutorial at the following link:

            http://rogueliketutorials.com/tutorials/tcod/

            I am using PyCharm Community Edition, though I don't think that much matters. All was going well until the end of Part 4, where we implemented an FOV for the player. When I try to run the main engine using the following code (given in tutorial):

            ...

            ANSWER

            Answered 2020-Jul-14 at 18:47

            I was just having this same problem and found that putting

            Source https://stackoverflow.com/questions/62344344

            QUESTION

            How to detect the previous movement in Python Pygame?
            Asked 2020-Mar-09 at 23:29

            I would like to detect the previous movement of the character to display an animation in relation of the previous mouvement. For example, if the previous mouvement is 'move_right', when the character stopped, I would like to display an image turned to the right. And the same way for the left. Can you help me ?

            EDIT

            I'll put you a portion of the concerned code, hope it will help you.

            ...

            ANSWER

            Answered 2020-Mar-09 at 23:29

            My understanding of your question is that you wish the Player sprite to "face" the direction of the most-previous movement. For example, if the player last moved left, the sprite should display as facing left.

            This sort of thing is quite easily achieved by setting the Sprite image value to the correct bitmap. There's no explanation for it, so I don't quite understand what a "HeatBox" represents, so I will ignore that. Both image and rect are special within a PyGame Sprite Class. They are used by the sprite library code to draw, and detect collisions for the sprite. It would be better to use another variable name for some other purpose.

            Source https://stackoverflow.com/questions/60587962

            QUESTION

            Pygame wall sprite collision
            Asked 2020-Feb-18 at 11:34

            I am making a roguelike game, but I am beginner when it comes to coding. I already have my character moving, my wall and floor sprites, but there is some error in my code that allows the character to move through walls.

            I used the block_path to choose between the floor and wall tile and I tried to use it then to recognize the wall but it didn't really work.

            Next, you can see my code:

            ...

            ANSWER

            Answered 2020-Feb-18 at 11:34

            Changing your createmap() function to something like this will create a 5 pixel buffer on the boreder of your map. The reason I made it 5 pixels is because that's what your character movement is.

            I would suggest putting in some actual character collision to test whether you're out of bounds regardless of speed though.

            EDIT: I've included the full code since the changes I've made are easier to understand if I show them.

            I've changed your image lists to a dict of list since they're easier to call that way. The grid you asked for is 30x30. Since you showed a 32x32 cell width I changed the map to 960 x 960.

            I've extended your move method to check for collision to see if it can move before it does. I've also removed your redraw() function since it was easier to just move your redraw down. If you wish, you can add it back in but for this example, I removed it.

            Source https://stackoverflow.com/questions/60266066

            QUESTION

            Splitting DataFrame column from a referenced list of values
            Asked 2020-Feb-04 at 09:35

            I've a pandas DataFrame (list of video games) with a column "classification". In that column, we can find:

            • simple classification: "RPG" or "Action"
            • multiple classifications: "Action Adventure RPG Roguelike", "Action Shoot'em Up Wargame"

            You have noticed? There is no separator...

            Of course, I need to split this in a new column, WITH separator (Or other structure with each separate element).

            So

            ...

            ANSWER

            Answered 2020-Feb-04 at 08:37

            here's an idea..using str.findall

            Source https://stackoverflow.com/questions/60053311

            QUESTION

            Why does my code crash after i close my tKinter/appJar GUI?
            Asked 2020-Jan-17 at 21:32

            First question here.

            I'm new to Python, trying to make a text-based game using appJar for a UI - problem is, recently my GUI crashes my code when I exit out of it. Whether I close the window or use an Exit button that stops the GUI, I get this error and it prevents me from running any code after closing the UI.

            Error:

            ...

            ANSWER

            Answered 2020-Jan-17 at 21:32

            invalid command name "." is telling you that the root window has been destroyed. "." is the internal name for the root window.

            You didn't show enough code to pinpoint the problem, but the bottom line is you're executing some tkinter code after the root window has been destroyed.

            Source https://stackoverflow.com/questions/59794259

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

            Vulnerabilities

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            Install roguelike

            You can download it from GitLab, GitHub.

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