diff --git a/.dockerignore b/.dockerignore index 0c6cec4..5157745 100644 --- a/.dockerignore +++ b/.dockerignore @@ -1,3 +1,5 @@ target .git server +docs +play diff --git a/BESTIARY.md b/BESTIARY.md new file mode 100644 index 0000000..12560f1 --- /dev/null +++ b/BESTIARY.md @@ -0,0 +1,468 @@ +# Crookfinger's Bestiary + +

+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Wage |
+|---|---|---|---|---|
+| 45 | 3 every 1.0 s (3/s) | close combat | 3.2 tiles/s | 0 gold |
+
+**Comes for:** the dungeon itself; the summon spell brings more
+**Loves:** Treasury
+**From level 3:** Old hand - digs a quarter faster.
+
+My little cousins. They dig, they claim, they carry gold, they repair towers and they never complain - well, they complain, but in a language nobody understands.
+
+Up to five imps help each other with one task. Treat them well: without imps there is no dungeon.
+
+### Kobold
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Wage |
+|---|---|---|---|---|
+| 75 | 8 every 0.9 s (9/s) | close combat | 2.6 tiles/s | 40 gold |
+
+**Comes for:** any lair: always the first through the portal
+**Loves:** Training Hall
+**Cannot stand:** Shadow Mage
+**From level 5:** Dash - leaps at enemies a few tiles away with a heavy blow.
+
+Small, scaly, sharp-toothed and endlessly enthusiastic. A kobold will fight anything, including things ten times its size, and lose with a happy face.
+
+Cheap to keep, quick on its feet. I keep a jar of their shed scales on my shelf.
+
+### Cave Spider
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Wage |
+|---|---|---|---|---|
+| 95 | 10 every 1.0 s (10/s) | close combat | 2.9 tiles/s | 60 gold |
+
+**Comes for:** a mushroom garden of 6+ tiles
+**Loves:** Mushroom Garden
+**Cannot stand:** Giant Bat
+**From level 4:** Web - its bites often leave enemies stuck and slow.
+
+Eight legs, eight eyes and a heart of pure velvet. Cave spiders love the damp warmth of a mushroom garden and the crunchy sound of armour.
+
+Quick and tough. Do not let the knights see them first: knights scream in a very high voice.
+
+### Shadow Mage
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Wage |
+|---|---|---|---|---|
+| 60 | 13 every 1.4 s (9/s) | 4.5 tiles | 2.0 tiles/s | 110 gold |
+
+**Comes for:** a library of 6+ tiles
+**Loves:** Library
+**Cannot stand:** Kobold, Stone Ogre
+**From level 6:** Shadow step - badly hurt in a fight, it vanishes back to its bed.
+
+Shadow mages read everything, forget nothing and hurl dark bolts from a safe distance. They are polite, quiet and slightly terrifying.
+
+Fragile, so keep them behind the ogres. They pay you back in burnt paladins.
+
+### Stone Ogre
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Wage |
+|---|---|---|---|---|
+| 230 | 20 every 1.4 s (14/s) | close combat | 1.8 tiles/s | 150 gold |
+
+**Comes for:** a training hall of 9+ tiles
+**Loves:** Training Hall
+**Cannot stand:** Shadow Mage, Cogling
+**From level 4:** Stomp - shakes the ground: enemies around it are hurt and stunned.
+
+A stone ogre is a wall that walks and hugs. Mostly it hugs enemies, and they do not get up again.
+
+Slow, stubborn and wonderfully sturdy. Feed it well, pay it on time and it will stand in front of your core until the end of the world.
+
+### Jailer
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Wage |
+|---|---|---|---|---|
+| 260 | 16 every 1.3 s (12/s) | close combat | 1.6 tiles/s | 140 gold |
+
+**Comes for:** a torture chamber of 6+ tiles
+**Loves:** Torture Chamber
+**Cannot stand:** Flame Priestess
+**From level 7:** Shackle - its blows sometimes chain enemies in place.
+
+The jailer pulls enemies close with his chain and has a gift for persuasion: prisoners he looks after change sides much more often.
+
+Big, quiet, hums while he works. Children love him. Well, ours do.
+
+### Flame Priestess
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Wage |
+|---|---|---|---|---|
+| 70 | 14 every 1.6 s (9/s) | 5.0 tiles | 2.0 tiles/s | 120 gold |
+
+**Comes for:** a temple of 6+ tiles
+**Loves:** Temple
+**Cannot stand:** Jailer
+**From level 5:** Healing pulse - heals all hurt creatures around her at once.
+
+The flame priestess throws fireballs that splash onto everyone around the target, and she heals the soul core with her prayers.
+
+She sleeps on glowing embers and smells of cinnamon. Do not ask her about the knights who burned her temple. Just let her work.
+
+### Chainbreaker
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Wage |
+|---|---|---|---|---|
+| 600 | 36 every 1.1 s (33/s) | close combat | 2.3 tiles/s | 400 gold |
+
+**Comes for:** a big dungeon: 40+ room tiles, a Lv 5 veteran and 4000 gold
+**Loves:** Training Hall
+**From level 6:** Whirlwind - spins its axes through every enemy around it.
+
+A legend. Twin axes, broken chains, and a temper that has flattened whole fortresses. Only one at a time, and only for a master who is worth it.
+
+Every swing also hits a second enemy. He gets restless when the dungeon is small - give him space and enemies, and he is yours.
+
+### Cogling
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Wage |
+|---|---|---|---|---|
+| 90 | 9 every 0.9 s (10/s) | close combat | 2.4 tiles/s | 70 gold |
+
+**Comes for:** a forge of 6+ tiles
+**Loves:** Forge
+**Cannot stand:** Stone Ogre
+**From level 4:** Bomb - throws a home-made bomb that explodes among the enemies.
+
+A cogling is soot, brass goggles and pure enthusiasm. It builds traps two and a half times as fast as anyone else and hums while it hammers.
+
+It cannot fight much, but every corridor it touches becomes a terrible place to walk. I adore them.
+
+### Revenant
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Wage |
+|---|---|---|---|---|
+| 160 | 14 every 1.2 s (12/s) | close combat | 1.9 tiles/s | 30 gold |
+
+**Comes for:** rises from the graveyard
+**Loves:** Graveyard
+**Cannot stand:** Flame Priestess
+**From level 5:** Life drain - heals itself by a third of the damage it deals.
+
+A revenant does not eat, does not sleep and does not complain - the perfect employee, if you can stand the smell.
+
+It drinks the strength of those it strikes once it has some experience. The priestess and it do not get along, for obvious reasons.
+
+### Giant Bat
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Wage |
+|---|---|---|---|---|
+| 55 | 6 every 0.7 s (9/s) | close combat | 3.6 tiles/s | 30 gold |
+
+**Comes for:** an aerie of 4+ tiles
+**Loves:** Aerie
+**Cannot stand:** Cave Spider
+**From level 5:** Shriek - a piercing cry that stuns enemies nearby.
+
+Giant bats! Fast, cheeky, and they fly over water and lava. They patrol the edges of your realm and dive at lonely enemies.
+
+Weak alone, a plague in swarms. They flee when badly hurt and come back once they have rested.
+
+### Chain Gargoyle
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Wage |
+|---|---|---|---|---|
+| 260 | 15 every 1.2 s (12/s) | close combat | 2.2 tiles/s | 120 gold |
+
+**Comes for:** an aerie of 6+ tiles and a torture chamber of 4+
+**Loves:** Torture Chamber
+**Cannot stand:** Arcane Owl
+**From level 5:** Stone form - badly hurt, it turns to stone and takes half damage for a while.
+
+A chain gargoyle is carved stone with bad manners and a soft spot for dungeons with a proper torture chamber.
+
+Tough as a castle wall, flies over rivers and does not mind arrows at all. It sits very still in the aerie - that is how it relaxes.
+
+### Arcane Owl
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Wage |
+|---|---|---|---|---|
+| 70 | 12 every 1.3 s (9/s) | 4.5 tiles | 2.8 tiles/s | 100 gold |
+
+**Comes for:** an aerie of 6+ tiles and a library of 6+
+**Loves:** Library
+**Cannot stand:** Chain Gargoyle
+**From level 5:** Volley - every bolt is followed by a second one at another enemy.
+
+The arcane owl has read every book in your library twice and now shoots glowing bolts at heroes from the air.
+
+Clever, fragile and terribly judgemental. It hoots when you build crooked rooms.
+
+### Ember Wyrm
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Wage |
+|---|---|---|---|---|
+| 650 | 30 every 1.4 s (21/s) | 3.0 tiles | 2.5 tiles/s | 380 gold |
+
+**Comes for:** an aerie of 16+ tiles and a treasury of 16+ (only one)
+**Loves:** Treasury
+**Cannot stand:** Giant Bat
+**From level 7:** Inferno - its fire breath spreads much wider.
+
+An ember wyrm. In your dungeon. Breathing fire on knights. Master, I may cry.
+
+Very rare, very strong, burns everything around its target. It wants a huge aerie and a rich treasury, and it will not share the sky with another wyrm.
+
+## The humans
+
+> *Hold your nose, master. Here come the heroes.*
+
+### Knight
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Bounty |
+|---|---|---|---|---|
+| 140 | 11 every 1.1 s (10/s) | close combat | 1.9 tiles/s | 120 gold |
+
+The backbone of the Order: polished, punctual and utterly devoid of imagination. Knights march in circles, sing about the sun and smell of boot wax.
+
+They hit hard and hold the line. Disgusting. Capture them if you can - some of them can be persuaded in the torture chamber.
+
+### Archer
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Bounty |
+|---|---|---|---|---|
+| 75 | 9 every 1.3 s (7/s) | 4.5 tiles | 2.1 tiles/s | 100 gold |
+
+Archers stand far away, shoot from behind walls and call it bravery. They wear little green hats. Little green hats, master.
+
+Weak up close. Send the bats, they hate it.
+
+### Priest
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Bounty |
+|---|---|---|---|---|
+| 80 | 5 every 1.5 s (3/s) | 3.5 tiles | 1.9 tiles/s | 120 gold |
+
+Priests heal other heroes from afar and pray loudly enough to curdle milk. Every one of them has a sermon about us, and none of them is short.
+
+Kill them first, or the fight never ends.
+
+### Dwarf Miner
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Bounty |
+|---|---|---|---|---|
+| 110 | 9 every 1.0 s (9/s) | close combat | 2.0 tiles/s | 100 gold |
+
+The dwarf miners of the Order dig their way through earth three times as fast as anyone else, straight towards your treasury. They have no respect for walls - your walls in particular.
+
+Reinforce your walls. Steel walls make them weep.
+
+### Fairy Spy
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Bounty |
+|---|---|---|---|---|
+| 70 | 5 every 1.2 s (4/s) | 3.5 tiles | 3.2 tiles/s | 150 gold |
+
+The Order's little informer: a glowing gnat with wings, sent ahead to find your traps and tell everybody. Once it has seen a trap, the heroes smash it.
+
+It also sprinkles healing dust on the heroes. Swat it first. Twice, to be sure.
+
+### Battle Mage
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Bounty |
+|---|---|---|---|---|
+| 120 | 18 every 1.8 s (10/s) | 5.0 tiles | 1.8 tiles/s | 250 gold |
+
+A mage in the Order's robes who thinks walls are a personal insult. Reinforced walls burst under his fireballs, and he never stops talking about it.
+
+Fragile up close. Steel walls annoy him most - good.
+
+### Giant
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Bounty |
+|---|---|---|---|---|
+| 900 | 34 every 1.6 s (21/s) | close combat | 1.3 tiles/s | 600 gold |
+
+A giant is what happens when a knight eats his vegetables for three hundred years. Slow, enormous, and it treats doors as a suggestion.
+
+It wrecks traps simply by standing next to them. Revolting manners. Hit it with everything, preferably from afar.
+
+### Paladin of Light
+
+
+
+*Level 1, 5 and 10 - the gear grows with the rank.*
+
+| Health | Attack | Range | Speed | Bounty |
+|---|---|---|---|---|
+| 700 | 26 every 1.2 s (22/s) | close combat | 1.7 tiles/s | 1000 gold |
+
+Paladins of light: glowing, enormous and absolutely convinced of themselves. They are the Order's heroes and have the bounty to prove it.
+
+Tough as an ogre, twice as smug. Bring everything you have, and maybe a bucket for the glare.
+
+## The neutrals
+
+### Cave dwarf
+
+
+
+Not all dwarves serve the Order. The cave dwarves keep to themselves in caves full of gold and gems and want nothing but to be left alone.
+
+They fight whoever comes close and never leave their cave. The more your army grows, the tougher they get - they have heard of you. Some of their chests hold the plans of the rune forge tower.
+
+## Rooms of the dungeon
+
+| | Room | |
+|---|---|---|
+| .lang` and translate the texts (placeholders `{0}`, `{1}` stay as they are).
+2. Add the file to `SOURCES` in `src/i18n.rs`.
+3. Note: the DINOBYTE font only covers the CP437 character set.
+
+## Refreshing the generated files
+
+| File | How |
+|---|---|
+| `play/DungeonCraft.html` | build the WASM file, then `python3 tools/make_standalone.py play/DungeonCraft.html` (the Docker image builds the same file under `/standalone/`) |
+| `docs/img/units`, `docs/img/icons` | `cargo test --release export_doc_images -- --ignored` |
+| `BESTIARY.md` | `python3 tools/make_bestiary.py` |
diff --git a/README.md b/README.md
index 3f26908..a961880 100644
--- a/README.md
+++ b/README.md
@@ -1,135 +1,169 @@
-# DungeonCraft
+
+
+
-> **Made with the help of [Claude Code](https://claude.com/claude-code).** The code, graphics, texts and
-> documentation of this game were written together with Claude Code, Anthropic's AI coding assistant.
+DungeonCraft
-An original dungeon building & defence game that runs in the browser (Rust + [macroquad](https://github.com/not-fl3/macroquad), compiled to WebAssembly).
+Dig. Build. Defend. Conquer.
+An evil little dungeon game for the browser - in glorious pixels, in 3D, for free.
-Dig out your underground realm, claim the portal to attract creatures, keep them fed, rested and paid, fend off endless hero waves that adapt to your army – and finally destroy the Hero Gate.
+
+
+
+
+
+
+
-- 3D isometric view with a freely rotatable and tiltable camera
-- Procedural pixel art, irregular cave walls, flickering torch light
-- CP437 text-mode style interface with the DINOBYTE bitmap font
-- Map sizes from 64×64 to 256×256 tiles (one portal per 64×64 tiles, dwarf caves with treasure and rune forge plans)
-- English and German (language files in `lang/`, easy to extend)
+
+ ▶ Play now - download one HTML file, open it, done
+ Bestiary · Run your own server · Design notes
+
-See [DESIGN.md](DESIGN.md) for all design decisions and [CREDITS.md](CREDITS.md) for third-party assets.
+
+
+
-## Running
+---
-The easiest way is Docker; the image builds the WASM file and serves it with nginx. A second container runs the savegame service (see below):
+## Wake up, master.
-```sh
-docker compose up -d --build
-# open http://localhost:18093
-```
+Yes, you. Don't look around, there's nobody else down here - just you, four imps and me, old **Crookfinger**.
-### Install as an app (PWA)
+A hundred years ago the Order of the Lightwatch smashed your soul core into shards and carried them off like trophies.
+They polished their boots, sang songs about the sun and forgot about you. **Big mistake.**
-DungeonCraft is a progressive web app: browsers offer to install it (Chrome/Edge: install icon in the address bar or "Install app" in the menu; Android: "Add to home screen"; iOS Safari: Share → "Add to Home Screen"). The installed game starts in full screen and also works offline (the savegame list on the server then falls back to savegame files).
+Your heart still beats. Hear that? *Lub-dub. Lub-dub.* That's the sound of a grudge.
-Browsers only allow the installation over **HTTPS** (or on `localhost`), so a public installation needs a reverse proxy with a certificate in front of port 18093.
+So pick up the pickaxe - well, point at the rock, the imps carry the pickaxes - and let's dig ourselves a realm.
+Gold is in the walls, creatures are waiting behind the portal, and the knights... the knights are about to have
+a very bad century.
-### Building without Docker
+
+
+
Your heart, master, held in chains on its obsidian throne. And the demon gate. I polished it myself.
+
-Requirements: Rust with the `wasm32-unknown-unknown` target.
+## What awaits you down here
-```sh
-rustup target add wasm32-unknown-unknown
-cargo build --release --target wasm32-unknown-unknown
-cp target/wasm32-unknown-unknown/release/dungeoncraft.wasm www/
-cp ~/.cargo/registry/src/*/macroquad-*/js/mq_js_bundle.js www/
-python3 -m http.server 8080 -d www # open http://localhost:8080
-```
+**🕳 Dig your realm.** Mark the rock and your imps dig, claim the ground, carry gold, gems and diamonds to the
+treasury and hang torches on the walls. Up to five imps help each other with one job. Every tile you claim is *yours*.
-### Testing the game logic
+**🏰 Build rooms that bring the right guests.** A lair and a mushroom garden open the portal. A library brings
+shadow mages, a training hall stone ogres, a temple the flame priestess, an aerie giant bats, gargoyles, arcane
+owls - and maybe, one day, an **ember wyrm**. Fourteen rooms in total, from the forge to the sacrifice altar.
-The tests run natively: a headless simulation of whole games, a savegame round trip, rendering of all music modules and the audio engine:
+**👹 Keep them happy, or they leave.** Every creature wants a bed, food and its wage on payday - and it walks to the
+treasury to fetch it. Each has a favourite room, and some of them simply cannot stand each other.
+Put a mage next to an ogre and watch the fur fly. (Nobody dies. Probably.)
-```sh
-cargo test --release
-```
+**⚔ Train them into legends.** Ten ranks from Recruit to Warlord, with chevrons, bars and stars - and gear that grows
+with them, up to golden armour, a crown and a halo. With the level come abilities: the ogre learns to *stomp*, the mage
+to *step through shadows*, the chainbreaker to spin like a *whirlwind*.
-## Music
+
+
+
The knights brought a bridge. How thoughtful. Now they're bringing it back, one piece at a time.
+
-The soundtrack consists of FastTracker 2 modules in `assets/music/`, generated by `tools/compose_music.py` (`python3 tools/compose_music.py`). They can be opened and edited in MilkyTracker. The game plays them with its own XM/MOD replayer (`src/xm.rs`); sound effects are synthesised chip sounds (`src/sfx.rs`). Both are mixed in `src/audio.rs` and streamed to the browser by `www/dc_plugin.js`.
+**🔥 Defend with towers, traps and doors.** Arrow spires, hellmouth cannons and dark spires on the walls. In the
+**forge** your creatures build spike pits, poison vents, fire jets, stone rollers, alarm bells, rune mines and
+frost glows - and doors of wood, iron and magic. Lock them, and nobody gets through. Not even the giant. Well. Not for a while.
-## Controls
+**✨ Cast nasty spells.** Lightning, healing, seer's eye, cave-in, haste, stoneskin, gold rain, invisibility,
+plague and quake. Your scholars **research** them in the library - one discovery after another.
-| Input | Action |
+**🌫 Explore the dark.** Everything beyond your walls is black until your creatures go there.
+Somewhere out there: a cave of neutral **dwarves** guarding gold and gems - and sometimes a chest with the plans
+of a dwarven **rune forge tower**. Islands in lava rivers. Mana springs. Creatures in chains, waiting to be freed.
+
+
+
+
+
Left: the forge and its little coglings. Right: prison, graveyard, arena, guard posts and the altar. Cosy.
+
+
+**👑 Other masters want your realm, too.** Mossgrim the Mouldy (green, smells like a wet cellar) and Lady Nightwell
+(blue, writes threatening letters on scented paper) dig their own dungeons in free play and in the campaign.
+And the humans attack *everybody*. Let them bite each other first.
+
+**📜 A campaign of thirty missions.** Take back the shards of your soul core - from the first little outpost by the
+border brook to the citadel of Grand Master Valerian Brightshield. Rivers, fortresses, treasure islands, sealed
+caves, rival masters, and me, telling you the story. With tea.
+
+
+
+
+
A dwarf cave, master. Nice dwarves. Don't go too close. - And this is where every game begins: in the dark.
+
+
+## Meet the household
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+> *Fourteen kinds of wonderful creatures, master, and eight kinds of humans in shiny tin. I wrote everything down for
+> you - who loves what, who hates whom, who learns what - in* **[Crookfinger's Bestiary](BESTIARY.md)**.
+> *The same book is in the game, by the way - on the title screen and in the pause menu.*
+
+## How to play
+
+1. **Download [`play/DungeonCraft.html`](play/DungeonCraft.html)** and open it in your browser. That's all.
+ It runs offline, on desktop and on phones (touch controls switch on by themselves).
+2. Or **run your own server** with Docker - with user accounts, savegames on the server and the game as an
+ installable app: see **[INSTALL.md](INSTALL.md)**.
+
+**The basics, master:**
+
+| | |
|---|---|
-| Esc | Pause menu (save, load, settings) |
-| Left click / drag | Use the active tool (dig and rooms: drag a rectangle) |
-| Right click | Drop a unit from your hand (prisoners anywhere on your ground; onto a free torture place = locked up) |
-| Shift + left click (hand) | Backhand own units (15 s faster, costs a little HP and mood) / punch heroes on your ground (15 damage, 1 s stun) |
-| Right drag, WASD, arrows, screen edge | Move the camera |
-| Middle drag, Q/E, R/F | Rotate / tilt the camera |
-| Mouse wheel | Zoom |
-| 1–9, 0, X, V, K, J, B, C, T | Select a tool or spell |
-| P / Space | Pause |
-| M, +/- | Sound on/off, volume |
-| G | Tile outlines on/off |
-| H | Help |
+| Left click / drag | use the tool - dig, build rooms (drag a rectangle), cast, place towers and traps |
+| Right click | drop what your hand holds (creatures, prisoners - or a sacrifice on the altar) |
+| Shift + click | slap your own creatures (faster for a while) or punch a hero |
+| Right drag, WASD, screen edge | move the camera · middle drag, Q/E, R/F: rotate and tilt · wheel: zoom |
+| Esc | pause menu: save, load, settings, bestiary |
-All keys except Esc and the arrow keys can be changed in Settings → Keys.
+On phones: tap to use a tool, drag to mark or move, two fingers to zoom and turn, long press for information.
-The toolbar groups the tools into categories (Dig, Hand, Rooms, Towers, Spells, Orders) plus a menu button; categories with several tools open a row above the toolbar. The keys select tools directly.
+## Under the hood
-### Touch (phones and tablets)
+- **Rust**, compiled to **WebAssembly**, with [macroquad](https://github.com/not-fl3/macroquad) - one small module, no engine, no plugins.
+- A real 3D isometric world in pixel art: chunked meshes, flickering point lights, a glow pass, particles,
+ billboard sprites with eight viewing directions, every frame of it drawn by code - **no image files** except the font.
+- Procedural chiptune soundtrack as FastTracker 2 modules with its own XM replayer and synthesised sound effects.
+- A tiny Rust savegame server (axum, Argon2 passwords) - optional; without it the game uses savegame files.
+- English and German, more languages are one text file away.
-The touch interface switches on automatically on touch devices or after the first touch (Settings → Game → Touch interface: Auto / On / Off). It uses a larger interface and these gestures:
+## Made with Claude Code
-| Gesture | Action |
-|---|---|
-| Tap | Use the tool (hand: pick up a unit; spells, flag, towers: at that spot) |
-| Drag | Dig, rooms and sell: mark a rectangle; other tools: move the map |
-| Two fingers | Move the map, pinch to zoom, twist to rotate the camera |
-| Long press | Information about the spot; hand: drop the units there |
-| Double tap (hand) | Backhand own units / punch heroes on your ground |
-
-The savegame name is entered with the browser's text dialog when the name field is tapped.
-
-## Savegames
-
-When the game is served together with the service (`server/`, started by `docker compose`), it starts with a **login**:
-
-- The very first login creates the **admin account** with the entered name and password - do this right after installing.
-- The admin creates further users (title screen -> *Account*); every user can change the password there and log out.
-- Every user only sees the **own savegames** on the server: *Save Game* and *Load Game* open the list (save under a new name, overwrite, load, delete).
-- *Download Standalone* (title screen) downloads `DungeonCraft.html`: the whole game in one file, without login and without server. Savegame files (*Download as file*) open there as well.
-
-If the service cannot be reached (for example the standalone file, `www/` opened as local files or a plain web server), there is no login and the game uses savegame files: *Save Game* downloads a `.dcsave` file (JSON), *Load Game* opens the file picker; dropping the file onto the game window works too.
-
-The game also autosaves into the browser every two minutes and when the tab is closed; *Continue* on the title screen resumes from there.
-
-### Savegame service
-
-A small Rust service (axum) in `server/` keeps the user accounts (Argon2 password hashes) and the savegames as files in the Docker volume `savegames` (one folder per user). nginx forwards `/api/` to it; the service itself is not published. The standalone file is served under `/standalone/` only for logged-in users (nginx `auth_request`).
-
-| Request | Meaning |
-|---|---|
-| `GET /api/health` | `ok` when the service runs (`ok setup` while there is no account yet) |
-| `POST /api/login` | `{name, password}` -> `{token, name, admin}`; the first login creates the admin |
-| `POST /api/logout`, `GET /api/me`, `POST /api/password` | session, own account, change password |
-| `GET/POST /api/users`, `DELETE /api/users/{name}` | admin: list, create, delete users |
-| `GET /api/saves` | own savegames (id, name, date, map size, wave, play time), newest first |
-| `POST /api/saves?name=...` | store a new savegame (body: savegame JSON) |
-| `PUT /api/saves/{id}?name=...` | overwrite a savegame |
-| `GET /api/saves/{id}` | savegame JSON |
-| `DELETE /api/saves/{id}` | delete a savegame |
-
-A forgotten password is set again on the server with `docker compose stop saves && docker compose run --rm --no-deps saves dungeoncraft-saves set-password '' && docker compose up -d saves` (ends the user's sessions). To start over with no accounts at all, delete `users.json` and `sessions.json` in the `savegames` volume.
-
-All requests except health and login need `Authorization: Bearer `. Limits: 1 MB per savegame, 500 MB in total, 30 write requests and 20 login attempts per minute. Settings: `SAVE_DIR` (default `/data`), `LISTEN` (default `0.0.0.0:8080`).
-
-## Adding a language
-
-1. Copy `lang/en.lang` to `lang/.lang` and translate the texts (placeholders `{0}`, `{1}` stay as they are).
-2. Add the file to `SOURCES` in `src/i18n.rs`.
-3. Note: the DINOBYTE font only covers the CP437 character set.
+
DungeonCraft was developed with the help of
+Claude Code, Anthropic's AI coding assistant - the code, the graphics,
+the music, the texts and this page. Claude, Claude Code and Anthropic are trademarks of Anthropic; the pixel mark only
+credits the tool.
+
## License
-DungeonCraft is released under the [MIT License](LICENSE) – this covers the code, the generated music in `assets/music/` and the procedural graphics.
-The DINOBYTE font (`assets/dbyte_1x.png`) by mby is licensed separately under CC BY 4.0, see [CREDITS.md](CREDITS.md).
+DungeonCraft is released under the **[MIT License](LICENSE)** - © 2026 Richard Zink. It covers the code, the generated
+music in `assets/music/` and the procedural graphics.
+The **DINOBYTE** font (`assets/dbyte_1x.png`) by [mby](https://mby.itch.io/dinobyte) is licensed separately under
+**CC BY 4.0**. Details in [CREDITS.md](CREDITS.md).
+
+---
+
+"The underworld is yours, master. Now - tea?"
- Crookfinger
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diff --git a/docs/screenshots/mana-spring.png b/docs/screenshots/mana-spring.png
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diff --git a/docs/screenshots/rune-forge.png b/docs/screenshots/rune-forge.png
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diff --git a/play/DungeonCraft.html b/play/DungeonCraft.html
new file mode 100644
index 0000000..d8e141c
--- /dev/null
+++ b/play/DungeonCraft.html
@@ -0,0 +1,262 @@
+
+
+
+
+ DungeonCraft
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/src/gfx.rs b/src/gfx.rs
index 055083f..97a1dc6 100644
--- a/src/gfx.rs
+++ b/src/gfx.rs
@@ -1975,3 +1975,50 @@ impl Gfx {
}
}
}
+
+#[cfg(test)]
+mod doc_images {
+ use super::*;
+
+ // writes a picture scaled up with nearest pixels
+ fn save(img: &Image, src: Rect, scale: u32, path: &str) {
+ let (w, h) = (src.w as u32 * scale, src.h as u32 * scale);
+ let mut out = Image::gen_image_color(w as u16, h as u16, Color::new(0.0, 0.0, 0.0, 0.0));
+ for y in 0..h {
+ for x in 0..w {
+ let p = img.get_pixel(src.x as u32 + x / scale, src.y as u32 + y / scale);
+ out.set_pixel(x, y, p);
+ }
+ }
+ out.export_png(path);
+ }
+
+ // `cargo test --release export_doc_images -- --ignored` refreshes the pictures in docs/img
+ #[test]
+ #[ignore]
+ fn export_doc_images() {
+ std::fs::create_dir_all("docs/img/units").unwrap();
+ std::fs::create_dir_all("docs/img/icons").unwrap();
+ let sprites = gen_sprites();
+ for &k in SPRITE_KINDS.iter() {
+ let id = crate::game::st(k).name.trim_start_matches("unit.");
+ for (lv, tag) in [(1u32, "1"), (5, "5"), (10, "10")] {
+ save(&sprites, Gfx::sprite_cell(k, false, lv), 8, &format!("docs/img/units/{}_{}.png", id, tag));
+ }
+ }
+ let atlas = gen_atlas();
+ for (k, t) in crate::traps::TRAP_KINDS.iter().enumerate() {
+ save(&atlas, Gfx::cell(I_TRAPS + k as u32), 4, &format!("docs/img/icons/{}.png", t.id()));
+ }
+ for (k, s) in crate::spells::SPELLS.iter().enumerate() {
+ save(&atlas, Gfx::cell(I_SPELLS + k as u32), 4, &format!("docs/img/icons/{}.png", s.id()));
+ }
+ for (id, cell) in [("lightning", I_BOLT), ("heal", I_HEAL), ("summon", I_SUMMON), ("arrow", I_ARROW), ("cannon", I_CANNON), ("magic", I_MAGIC), ("rune", I_RUNE)] {
+ save(&atlas, Gfx::cell(cell), 4, &format!("docs/img/icons/{}.png", id));
+ }
+ for (k, id) in crate::game::ROOM_NAMES.iter().enumerate() {
+ let tex = crate::ui::tool_info(crate::ui::Tool::Room(k)).icon;
+ save(&atlas, Gfx::cell(tex), 4, &format!("docs/img/icons/{}.png", id.trim_start_matches("room.")));
+ }
+ }
+}
diff --git a/tools/make_bestiary.py b/tools/make_bestiary.py
new file mode 100644
index 0000000..35265fc
--- /dev/null
+++ b/tools/make_bestiary.py
@@ -0,0 +1,130 @@
+#!/usr/bin/env python3
+"""Writes BESTIARY.md from the game's own data: the bestiary texts in lang/en.lang, the unit
+stats in src/game.rs and the personalities in src/personality.rs. Pictures come from
+docs/img (refresh them with `cargo test --release export_doc_images -- --ignored`).
+
+usage: python3 tools/make_bestiary.py
+"""
+import pathlib
+import re
+
+root = pathlib.Path(__file__).resolve().parent.parent
+lang = {}
+for line in (root / "lang/en.lang").read_text().splitlines():
+ if " = " in line and not line.startswith("#"):
+ k, v = line.split(" = ", 1)
+ lang[k.strip()] = v.strip()
+
+game = (root / "src/game.rs").read_text()
+stats = {}
+for m in re.finditer(r'EK::(\w+) => s\("unit\.(\w+)", ([\d.]+), ([\d.]+), ([\d.]+), ([\d.]+), ([\d.]+), (\d+), (\d+)\)', game):
+ kind, uid, hp, atk, rng, spd, itv, wage, bounty = m.groups()
+ stats[kind] = dict(id=uid, hp=float(hp), atk=float(atk), range=float(rng), speed=float(spd), interval=float(itv), wage=int(wage), bounty=int(bounty))
+
+pers = {}
+src = (root / "src/personality.rs").read_text()
+for m in re.finditer(r'EK::(\w+) => p\(Kind::(\w+), &\[([^\]]*)\], (?:Some\(\((\d+), "(\w+)"\)\)|None)\)', src):
+ kind, likes, hates, lv, ab = m.groups()
+ pers[kind] = dict(likes=likes, hates=[h.replace("EK::", "").strip() for h in hates.split(",") if h.strip()], lv=lv, ab=ab)
+
+room_key = {"Treasury": "treasury", "Lair": "lair", "Farm": "farm", "Training": "training", "Library": "library", "Torture": "torture", "Temple": "temple", "Aerie": "aerie", "Forge": "forge", "Prison": "prison", "Graveyard": "graveyard", "GuardPost": "guardpost", "Arena": "arena", "Altar": "altar"}
+
+
+def para(text):
+ return "\n\n".join(p.strip() for p in text.split(" | "))
+
+
+def unit(kind, human=False):
+ s = stats[kind]
+ uid = s["id"]
+ name = lang.get(f"unit.{uid}", uid)
+ out = [f"### {name}", ""]
+ out.append(f'
'
+ f'
'
+ f'
')
+ out.append("")
+ out.append("*Level 1, 5 and 10 - the gear grows with the rank.*")
+ out.append("")
+ dps = s["atk"] / s["interval"]
+ reach = "close combat" if s["range"] <= 1.5 else f"{s['range']:.1f} tiles"
+ row = f"| {s['hp']:.0f} | {s['atk']:.0f} every {s['interval']:.1f} s ({dps:.0f}/s) | {reach} | {s['speed']:.1f} tiles/s |"
+ if human:
+ out += ["| Health | Attack | Range | Speed | Bounty |", "|---|---|---|---|---|", row + f" {s['bounty']} gold |"]
+ else:
+ out += ["| Health | Attack | Range | Speed | Wage |", "|---|---|---|---|---|", row + f" {s['wage']} gold |"]
+ out.append("")
+ if not human:
+ lure = lang.get(f"best.{uid}.lure")
+ if lure:
+ out.append(f"**Comes for:** {lure} ")
+ p = pers.get(kind)
+ if p:
+ out.append(f"**Loves:** {lang.get('room.' + room_key[p['likes']], p['likes'])} ")
+ if p["hates"]:
+ out.append(f"**Cannot stand:** {', '.join(lang.get('unit.' + stats[h]['id'], h) for h in p['hates'] if h in stats)} ")
+ if p["ab"]:
+ out.append(f"**From level {p['lv']}:** {lang.get('ability.' + p['ab'] + '.name')} - {lang.get('ability.' + p['ab'] + '.desc')}")
+ out.append("")
+ out.append(para(lang.get(f"best.{uid}.text", "")))
+ out.append("")
+ return out
+
+
+def building(key, icon, title=None):
+ name = title or lang.get(f"room.{key}") or lang.get(f"tool.{key}.name") or lang.get(f"trap.{key}") or key
+ text = lang.get(f"best.b.{key}.text", "")
+ desc = lang.get(f"tool.{key}.desc", "")
+ return [f'|
| **{name}** | {desc} *{text}* |']
+
+
+creatures = ["Worker", "Kobold", "Spider", "Mage", "Ogre", "Jailer", "Priestess", "Chainbreaker", "Cogling", "Revenant", "Bat", "Gargoyle", "Owl", "Wyrm"]
+humans = ["Knight", "Archer", "Priest", "Dwarf", "Fairy", "BattleMage", "Giant", "Paladin"]
+
+md = []
+md += [
+ "# Crookfinger's Bestiary",
+ "",
+ '
',
+ "",
+ "> *Ah, master, you want to know who lives in your dungeon? Sit down. Mind the bones. I have written everything down -",
+ "> lovingly about our own, and with a peg on my nose about the others.*",
+ "> *- Crookfinger, imp, advisor, keeper of the tea*",
+ "",
+ "Every creature gains experience by fighting, training, studying and sparring. With every level it grows tougher",
+ "(+15% health, +12% attack per level), its badge changes (bronze chevrons, silver bars, golden stars) and its gear grows",
+ "(shoulder pieces, helmet, cape, golden armour with a crown and a halo). Its attacks look bigger, too.",
+ "",
+ "- [Your creatures](#your-creatures)",
+ "- [The humans](#the-humans)",
+ "- [The neutrals](#the-neutrals)",
+ "- [Rooms of the dungeon](#rooms-of-the-dungeon)",
+ "- [Towers, traps and doors](#towers-traps-and-doors)",
+ "- [Spells](#spells)",
+ "",
+ "## Your creatures",
+ "",
+]
+for k in creatures:
+ md += unit(k)
+md += ["## The humans", "", "> *Hold your nose, master. Here come the heroes.*", ""]
+for k in humans:
+ md += unit(k, human=True)
+md += ["## The neutrals", "", f"### {lang['best.cavedwarf.name']}", "", '
', "", para(lang["best.cavedwarf.text"]), ""]
+md += ["## Rooms of the dungeon", "", "| | Room | |", "|---|---|---|"]
+for key in ["treasury", "lair", "farm", "training", "library", "torture", "prison", "temple", "aerie", "forge", "graveyard", "guardpost", "arena", "altar"]:
+ md += building(key, key)
+md += ["", "## Towers, traps and doors", "", "| | | |", "|---|---|---|"]
+for key, icon in [("arrow", "arrow"), ("cannon", "cannon"), ("magic", "magic"), ("rune", "rune")]:
+ md += [f'|
| **{lang.get("tool." + key + ".name", key)}** | {lang.get("tool." + key + ".desc", "")} *{lang.get("best.b." + key + ".text", "")}* |']
+for key in ["spikes", "poison", "fire", "roller", "alarm", "mine", "frost", "door_wood", "door_iron", "door_magic"]:
+ md += building(key, key, lang.get(f"trap.{key}"))
+md += ["", "## Spells", "", "| | Spell | Mana | |", "|---|---|---|---|"]
+costs = {"lightning": 50, "heal": 60, "summon": "80+"}
+spells = (root / "src/spells.rs").read_text()
+for m in re.finditer(r'Spell::(\w+) => ([\d.]+),', spells.split("pub fn cost")[1].split("}")[0]):
+ costs[m.group(1).lower()] = int(float(m.group(2)))
+for key in ["lightning", "heal", "summon", "eye", "cavein", "haste", "stoneskin", "goldrain", "invisible", "plague", "quake"]:
+ md += [f'|
| **{lang.get("tool." + key + ".name", key)}** | {costs.get(key, "")} | {lang.get("tool." + key + ".desc", "")} |']
+md += ["", "---", "", "*This page is written from the game's own data: `python3 tools/make_bestiary.py`.*", ""]
+(root / "BESTIARY.md").write_text("\n".join(md))
+print("BESTIARY.md written")