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Asciiquest is a roguelike dungeon game in which you play as a hero trying to find the exit of a randomly generated dungeon. The game features enemy AI, pathfinding algorithms, multithreading, and the ability to play multiplayer. As you progress through the levels, the enemies will become more difficult to defeat.

License: MIT License

C++ 96.77% C 0.62% CMake 2.62%
game rpg ncurses cmake cpp

mysterious-dungeon's Issues

Add traps

  • Introduce various traps such as shooting blades, fire hazards, swinging pendulums, or spike pits into the game's map.
  • These traps should be interactive, activating either on a timer, by proximity, or through player interaction.
+--------------------------------+
|                                |
|      s     s     s             | <-- Blades moving to the right
|                                |
| [Player]                       | <-- Player's current position
|                                |
|       s      s      s          | <-- Blades moving to the left
|                                |
+--------------------------------+
+--------------------------------+
|              o o o o           |
|                                |
|              ↓ ↓  ↓ ↓          | <-- Arrows shooting downwards
|                                |
| [Player]                       | <-- Player's current position
|                                |
|                                |
|                                |
+--------------------------------+

Add Movable Objects

Implement movable objects within the game's map interface. These could be characters, vehicles, items, or any other entities relevant to the game.

Implement Magic System with Spell Casting and Visual Effects

  • Develop a range of spells that players can cast, including but not limited to elemental attacks, healing spells, and defensive barriers.
  • Each spell should have a unique visual representation, like different colored ASCII characters (-, |, *) to differentiate between spell types.
  • Implement animations for spell casting and impacts. For example, an expanding series of * characters could visually represent an explosion.

Frame 1 (Spell Casting):
+--------------------------------+
|                                |
|                                |
| [Player]  -->                  | <-- Player casting a spell (a simple '-')
|                                |
|                                |
|                                |
|                                |
+--------------------------------+

Frame 2 (Spell Impact on Wall/Enemy):
+--------------------------------+
|                                |
|                                |
| [Player]             *         | <-- Initial impact (small explosion)
|                                |
|                                |
|                                |
|                                |
+--------------------------------+

Frame 3 (Explosion Expansion):
+--------------------------------+
|                                |
|                                |
| [Player]           ***         | <-- Explosion expanding
|                   *****        |
|                                |
|                                |
|                                |
+--------------------------------+

Frame 4 (Final Explosion):
+--------------------------------+
|                                |
|                                |
| [Player]         *******       | <-- Full explosion
|                  *******       |
|                   *****        |
|                                |
|                                |
+--------------------------------+

Add Display Of Coordinates

Currently, our map interface effectively displays the map area but lacks the capability to show the exact coordinates of a point. This limitation can make it difficult for users to pinpoint specific locations.

  • The coordinate display format should be concise and clear, such as "X: 100, Y: 450".
  • Additionally, display the total dimensions of the map, for example, "Map Size: 1500 x 2000".

Investigate usage of double buffering

void Controller::run() {
  keypad(stdscr, TRUE);
  nodelay(stdscr, TRUE); 
  isRunning = true;

  // Create a new window for double buffering
  WINDOW *buffer = newwin(0, 0, 0, 0);

  while (isRunning) {
    werase(buffer); 
    handleGameState(buffer); 
    int ch = getch(); 
    if(ch != ERR){
      handleInput(ch, buffer); /
      flushinp(); // clear the input buffer
    }

    wrefresh(buffer);     // Copy the buffer window to the screen, then free up memory
    std::this_thread::sleep_for(std::chrono::milliseconds(30));
  }

  delwin(buffer);
}

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