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A roguelike for /r/dailyprogrammer
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Width := 20, Height := 20 | |
KeyMap := {"up": "up", "left": "left", "down": "down", "right": "right"} | |
Map := [], BlankSquares := [] | |
Loop, % Width | |
{ | |
x := A_Index | |
Loop, % Height | |
{ | |
y := A_Index | |
if (x == 1 || x == Width || y == 1 || y == Height) | |
Map[x, y] := new Wall() | |
else if (x == Width//2 && y == Height//2) | |
Map[x, y] := new Player() | |
else | |
Map[x, y] := new Empty(), BlankSquares.Insert([x, y]) | |
} | |
} | |
RandElements := [Monster, Treasure, Food] | |
Loop, % Width*Height/4 ; 100 with a standard 20x20 board | |
{ | |
Pos := BlankSquares.Remove(Rand(1, BlankSquares.MaxIndex())) | |
Element := RandElements[Rand(1, RandElements.MaxIndex())] | |
Map[Pos*] := new Element() | |
} | |
Gui, Font, s10, Consolas | |
Gui, Add, Edit, x0 y0 w500 h500 Disabled vDisplay, % DrawMap(Map) "`n`nEnergy: 100" | |
Gui, Show, w500 h500 | |
Loop | |
{ | |
Out := "", Elements := [] | |
for x, Col in Map | |
for y, Element in Col | |
Elements[[x, y]] := Element | |
for Pos, Element in Elements | |
if !Element.Deleted && (Tmp := Element.Step(Map, Pos*)) | |
Out .= "`n" Tmp | |
GuiControl,, Display, % DrawMap(Map) . Out | |
} | |
ExitApp | |
return | |
GuiClose: | |
ExitApp | |
return | |
Rand(Min, Max) | |
{ | |
Random, Rand, Min, Max | |
return Rand | |
} | |
class Monster | |
{ | |
Symbol := "X" | |
Heals := -1 | |
Tagline := "Ow, a monster: -1" | |
Step(Map, x, y) | |
{ | |
Dirs := [[0,-1],[0,1],[-1,0],[1,0]] | |
if !Rand(0, Dirs.MaxIndex()) | |
return ; Don't move, chance is 1 in Dirs+1 | |
Loop, % Dirs.MaxIndex() | |
{ | |
Dir := Dirs.Remove(Rand(1, Dirs.MaxIndex())) | |
nx := x+Dir[1] | |
ny := y+Dir[2] | |
if (Map[nx, ny].Empty) | |
{ | |
Map[nx, ny].Deleted := True | |
Map[nx, ny] := this | |
Map[x, y] := new Empty() | |
return | |
} | |
} | |
} | |
} | |
class Treasure | |
{ | |
Symbol := "$" | |
Healthy := True | |
Heals := 1 | |
Tagline := "Cool, Moneys: +1" | |
} | |
class Food | |
{ | |
Symbol := "#" | |
Heals := 2 | |
Tagline := "Yum, food: +2" | |
} | |
class Wall | |
{ | |
Symbol := "+" | |
Solid := True | |
} | |
Class Empty | |
{ | |
Empty := True | |
Symbol := " " | |
} | |
class Player | |
{ | |
Symbol := "@" | |
Energy := 100 | |
Step(Map, x, y) | |
{ | |
global KeyMap | |
static PID := DllCall("GetCurrentProcessId") | |
Loop | |
{ | |
sleep, 50 | |
if !WinActive("ahk_pid " PID) | |
continue | |
for Key, Bool in GetKeyStates(KeyMap*) | |
if Bool | |
break, 2 | |
} | |
KeyWait, % KeyMap[Key], t0.2 | |
Pos := {"up": [x, y-1], "left": [x-1, y] | |
, "down": [x, y+1], "right": [x+1, y]}[Key] | |
Element := Map[Pos*] | |
if (Element.Solid) | |
return | |
Out := Element.Tagline | |
if (Element.Heals) | |
this.Energy += Element.Heals | |
this.Energy -= 1 | |
if this.Energy < 1 | |
{ | |
MsgBox, Game over | |
ExitApp | |
} | |
Map[Pos*].Deleted := True | |
Map[Pos*] := this | |
Map[x, y] := new Empty() | |
Out .= "`nEnergy: " this.Energy | |
return Out | |
} | |
} | |
GetKeyStates(Keys*) | |
{ | |
Out := [] | |
for Index, Key in Keys | |
Out[Index] := GetKeyState(Key, "P") | |
return Out | |
} | |
DrawMap(Map) | |
{ | |
Flip := [] | |
for x, Col in Map | |
for y, Element in Col | |
Flip[y,x] := Element.Symbol | |
Buffer := "" | |
for y, Row in Flip | |
{ | |
for x, Char in Row | |
Buffer .= Char | |
Buffer .= "`n" | |
} | |
return Buffer | |
} |
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