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294 lines
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10 KiB
Markdown
<!--
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## Functional requirements
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- [ ] Parsing of engine configuration file to game object
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- [ ] Rendering of all game objects (Levels, objects, entities, ...)
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- [ ] A start menu with the possibility of selecting a level
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- [ ] An end screen that shows wether or not a player won
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- [ ] Support for built-in engine functions
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- [x] Player can move around in grid-world.
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- [ ] Player can pick up objects.
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- [ ] Player can use objects.
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- [ ] Player can loose and gain health points.
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- [ ] Player can interact with other entities (fight enemies, open doors, ...).
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- [ ] Player can go to the next level.
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## Not-functional requirements
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- [x] Use Parsing.
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- [ ] Use at least one (1) monad transformer.
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- [ ] Write good and plenty of documentation.:w
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- [x] Write tests (for example, using HSpec).
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---
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Nuttige links:
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- https://jakewheat.github.io/intro_to_parsing/
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```
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Jarne — Today at 22:44
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Da kan hoor en had da eerst, me gloss eeft geen goede text dus...
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ListDirectory, en er was ook een fuctie takeBaseName
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```
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---
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<div style="page-break-after: always;"></div>
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-->
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# RPG-Engine
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RPG-Engine is a game engine for playing and creating your own RPG games.
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If you are interested in the development side of things, [development notes can be found here](#Development-notes).
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This README serves as both documentation and project report, so excuse the details that might not be important for the average user.
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## Playing the game
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These are the keybinds *in* the game. All other keybinds in the menus should be straightforward.
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| Action | Primary | Secondary |
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| ---------- | ------------- | ----------- |
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| Move up | `Arrow Up` | `w` |
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| Move left | `Arrow Left` | `a` |
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| Move down | `Arrow Down` | `s` |
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| Move right | `Arrow Right` | `d` |
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### Example playthrough
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TODO
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- An example playthrough, with pictures and explanations
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\pagebreak
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## Writing your own stages
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A stage description file, conventionally named `<stage_name>.txt` is a file with a JSON-like format. It is used to describe
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everything inside a single stage of your game, including anything related to the player, the levels your game contains
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and what happens in that level. It is essentially the raw representation of the initial state of a single game.
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> Note: At the moment, every game has a single stage description file. Chaining several files together is not possible yet.
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A stage description file consists of several elements.
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| Element | Short description |
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| --------------- | --------------------------------------------------------------------------------------------------------- |
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| `Block` | optionally surrounded by `{ ... }`, consists of several `Entry`'s, optionally separated by commas `,` |
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| `Entry` | is a `Key` - `Value` pair, optionally separated by a colon `:` |
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| `Key` | is a unique, predefined `String` describing `Value` |
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| `Value` | is either a `Block` or a `BlockList` or a traditional value, such as `String` or `Int` |
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| `BlockList` | is a number of `Block`'s, surrounded by `[ ... ]`, separated by commas, can be empty |
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<details>
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<summary>We'll look at the following example to explain these concepts.</summary>
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```javascript
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player: {
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hp: 50,
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inventory: [
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{
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id: "dagger",
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x: 0,
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y: 0,
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name: "Dagger",
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description: "Basic dagger you found somewhere",
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useTimes: infinite,
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value: 10,
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actions: {}
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}
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]
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}
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levels: [
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{
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layout: {
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| * * * * * *
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| * s . . e *
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| * * * * * *
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},
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items: [],
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entities: []
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},
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{
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layout: {
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| * * * * * * * *
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| * s . . . . e *
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| * * * * * * * *
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},
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items: [
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{
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id: "key",
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x: 3,
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y: 1,
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name: "Door key",
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description: "Unlocks a secret door",
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useTimes: 1,
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value: 0,
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actions: {
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[not(inventoryFull())] retrieveItem(key),
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[] leave()
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}
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}
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],
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entities: [
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{
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id: "door",
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x: 4,
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y: 1,
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name: "Secret door",
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description: "This secret door can only be opened with a key",
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direction: left,
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actions: {
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[inventoryContains(key)] useItem(key),
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[] leave()
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}
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}
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]
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}
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]
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```
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</details>
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This stage description file consists of a single `Block`. A stage description file always does. This top level `Block`
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contains two `Value`s `player` and `levels`, not separated by commas.
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`player` describes a `Block` that represents the player of the game. Its `Entry`s are `hp` (a traditional value) and
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`inventory` (a `BlockList` of several other `Block`s). They are both separated by commas this time. It is possible for
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the inventory to be an empty list `[]`.
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`levels` is a `BlockList` that contains all the information to construct your game.
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### `layout` syntax
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If `Key` has the value `layout`, `Value` is none of the types discussed so far. Instead `Layout` is specifically made
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to describe the layout of a level. This object is surrounded by `{ ... }` and consists of multiple lines, starting with
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a vertical line `|` and several characters of the following:
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- `x` is an empty tile a.k.a. void.
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- `.` is a tile walkable by the player.
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- `*` is a tile not walkable by the player.
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- `s` is the starting position of the player.
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- `e` is the exit.
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All characters are interspersed with spaces.
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### `actions` syntax
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If `Key` has the value `actions`, the following changes are important for its `Value`, which in this case is a `Block`
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with zero or more `Entry`s like so:
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- `Key` has type `ConditionList`.
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A `ConditionList` consists of several `Condition`s, surrounded by `[ ... ]`, separated by commas. A `ConditionList`
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can be empty. If so, the conditional is always fulfilled.
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A `Condition` is one of the following:
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- `inventoryFull()`: the players inventory is full.
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- `inventoryContains(objectId)`: the players inventory contains an object with id `objectId`.
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- `not(condition)`: logical negation of `condition`.
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- `Value` is an `Action`.
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An `Action` is one of the following:
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- `leave()`
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- `retrieveItem(objectId)`
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- `useItem(objectId)`
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- `decreaseHp(entityId, objectId)`
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- `increasePlayerHp(objectId)`
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### Back to the example
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If we look at the example, all the objects are
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```
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>Block<
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Entry = Key ('player') + >Block<
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Entry = Key ('hp') + Value (50)
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Entry = Key ('inventory') + >BlockList<
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length = 1
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Block
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Entry = Key ('id') + Value ("dagger")
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... <several traditional entries like this>
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Entry = Key ('actions') + empty Block
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Entry = Key ('levels') + >BlockList<
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length = 2
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>Block<
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Entry = Key ('layout') + Layout
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<multiple lines that describe the layout>
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Entry = Key ('items') + empty BlockList
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Entry = Key ('entities') + empty BlockList
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>Block<
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Entry = Key ('layout') + Layout
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<multiple lines that describe the layout>
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Entry = Key ('items') + >BlockList<
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length = 1
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>Block<
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Entry = Key ('id') + Value ("key")
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... <several traditional entries like this>
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Entry = Key ('actions') + >Block<
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Entry = >ConditionList< + Action ('retrieveItem(key)')
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length = 1
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Condition ('not(inventoryFull())'))
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Entry = empty ConditionList + Action ('leave()')
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Entry = Key ('entities') + >BlockList<
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length = 1
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>Block<
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Entry = Key ('id') + Value ("door")
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... <several traditional entries like this>
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Entry = Key ('actions') + >Block<
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Entry = >ConditionList< + Action ('useItem(key)')
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length = 1
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Condition ('inventoryContains(key)')
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Entry = empty ConditionList + Action ('leave()')
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```
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\pagebreak
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## Development notes
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### Assets & dependencies
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The following assets were used (and modified if specified):
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- Kyrise's Free 16x16 RPG Icon Pack<sup>[[1]](#1)</sup>
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Every needed asset was taken and put into its own `.png`, instead of in the overview.
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- 2D Pixel Dungeon Asset Pack by Pixel_Poem<sup>[[2]](#2)</sup>
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Every needed asset was taken and put into its own `.png`, instead of in the overview.
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RPG-Engine makes use of the following libraries:
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- [gloss](https://hackage.haskell.org/package/gloss) for game rendering
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- [gloss-juicy](https://hackage.haskell.org/package/gloss-juicy) for rendering images
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- [hspec](https://hackage.haskell.org/package/hspec) for testing
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- [hspec-discover](https://hackage.haskell.org/package/hspec-discover) for allowing to split test files in multiple files
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- [parsec](https://hackage.haskell.org/package/parsec) for parsing configuration files
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### Future development ideas
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The following ideas could (or should) be implemented in the future of this project.
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- [ ] Entity system: With en ES, you can implement moving entities and repeated input. It also resembles the typical
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game loop more closely which can make it easier to implement other ideas in the future.
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- [ ] Game music: Ambient game music and sound effects can improve the gaming experience I think.
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\pagebreak
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## References
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<a id="1">[1]</a> [Kyrise's Free 16x16 RPG Icon Pack](https://kyrise.itch.io/kyrises-free-16x16-rpg-icon-pack) © 2018
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by [Kyrise](https://kyrise.itch.io/) is licensed under [CC BY 4.0](http://creativecommons.org/licenses/by/4.0/?ref=chooser-v1)
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<a id="2">[2]</a> [2D Pixel Dungeon Asset Pack](https://pixel-poem.itch.io/dungeon-assetpuck) by [Pixel_Poem](https://pixel-poem.itch.io/)
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is not licensed |