- 1-4 cave slots by map size, 50% each (at least one); knight treasure caves only where a mission places them - dwarves fight intruders near the cave, never chase far, heal at home, grow with distance and the player's army, never count for victory - rune chest: one free rune forge tower (chain bolt to three more enemies), upgradeable for gold, sold once it comes back (next mission / free play at once), unbuilt ones carry over - new tool (key N) shown in the tower menu while a rune tower can be built or upgraded Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
136 lines
7.8 KiB
Markdown
136 lines
7.8 KiB
Markdown
# DungeonCraft
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> **Made with the help of [Claude Code](https://claude.com/claude-code).** The code, graphics, texts and
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> documentation of this game were written together with Claude Code, Anthropic's AI coding assistant.
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An original dungeon building & defence game that runs in the browser (Rust + [macroquad](https://github.com/not-fl3/macroquad), compiled to WebAssembly).
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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.
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- 3D isometric view with a freely rotatable and tiltable camera
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- Procedural pixel art, irregular cave walls, flickering torch light
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- CP437 text-mode style interface with the DINOBYTE bitmap font
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- Map sizes from 64×64 to 256×256 tiles (one portal per 64×64 tiles, dwarf caves with treasure and rune forge plans)
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- English and German (language files in `lang/`, easy to extend)
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See [DESIGN.md](DESIGN.md) for all design decisions and [CREDITS.md](CREDITS.md) for third-party assets.
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## Running
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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):
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```sh
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docker compose up -d --build
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# open http://localhost:18093
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```
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### Install as an app (PWA)
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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).
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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.
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### Building without Docker
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Requirements: Rust with the `wasm32-unknown-unknown` target.
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```sh
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rustup target add wasm32-unknown-unknown
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cargo build --release --target wasm32-unknown-unknown
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cp target/wasm32-unknown-unknown/release/dungeoncraft.wasm www/
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cp ~/.cargo/registry/src/*/macroquad-*/js/mq_js_bundle.js www/
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python3 -m http.server 8080 -d www # open http://localhost:8080
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```
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### Testing the game logic
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The tests run natively: a headless simulation of whole games, a savegame round trip, rendering of all music modules and the audio engine:
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```sh
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cargo test --release
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```
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## Music
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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`.
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## Controls
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| Input | Action |
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| Esc | Pause menu (save, load, settings) |
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| Left click / drag | Use the active tool (dig and rooms: drag a rectangle) |
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| Right click | Drop a unit from your hand (prisoners anywhere on your ground; onto a free torture place = locked up) |
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| 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) |
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| Right drag, WASD, arrows, screen edge | Move the camera |
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| Middle drag, Q/E, R/F | Rotate / tilt the camera |
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| Mouse wheel | Zoom |
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| 1–9, 0, X, V, K, J, B, C, T | Select a tool or spell |
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| P / Space | Pause |
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| M, +/- | Sound on/off, volume |
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| G | Tile outlines on/off |
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| H | Help |
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All keys except Esc and the arrow keys can be changed in Settings → Keys.
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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.
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### Touch (phones and tablets)
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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:
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| Gesture | Action |
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| Tap | Use the tool (hand: pick up a unit; spells, flag, towers: at that spot) |
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| Drag | Dig, rooms and sell: mark a rectangle; other tools: move the map |
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| Two fingers | Move the map, pinch to zoom, twist to rotate the camera |
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| Long press | Information about the spot; hand: drop the units there |
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| Double tap (hand) | Backhand own units / punch heroes on your ground |
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The savegame name is entered with the browser's text dialog when the name field is tapped.
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## Savegames
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When the game is served together with the service (`server/`, started by `docker compose`), it starts with a **login**:
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- The very first login creates the **admin account** with the entered name and password - do this right after installing.
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- The admin creates further users (title screen -> *Account*); every user can change the password there and log out.
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- 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).
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- *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.
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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.
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The game also autosaves into the browser every two minutes and when the tab is closed; *Continue* on the title screen resumes from there.
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### Savegame service
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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`).
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| Request | Meaning |
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| `GET /api/health` | `ok` when the service runs (`ok setup` while there is no account yet) |
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| `POST /api/login` | `{name, password}` -> `{token, name, admin}`; the first login creates the admin |
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| `POST /api/logout`, `GET /api/me`, `POST /api/password` | session, own account, change password |
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| `GET/POST /api/users`, `DELETE /api/users/{name}` | admin: list, create, delete users |
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| `GET /api/saves` | own savegames (id, name, date, map size, wave, play time), newest first |
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| `POST /api/saves?name=...` | store a new savegame (body: savegame JSON) |
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| `PUT /api/saves/{id}?name=...` | overwrite a savegame |
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| `GET /api/saves/{id}` | savegame JSON |
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| `DELETE /api/saves/{id}` | delete a savegame |
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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 <name> '<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.
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All requests except health and login need `Authorization: Bearer <token>`. 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`).
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## Adding a language
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1. Copy `lang/en.lang` to `lang/<code>.lang` and translate the texts (placeholders `{0}`, `{1}` stay as they are).
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2. Add the file to `SOURCES` in `src/i18n.rs`.
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3. Note: the DINOBYTE font only covers the CP437 character set.
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## License
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DungeonCraft is released under the [MIT License](LICENSE) – this covers the code, the generated music in `assets/music/` and the procedural graphics.
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The DINOBYTE font (`assets/dbyte_1x.png`) by mby is licensed separately under CC BY 4.0, see [CREDITS.md](CREDITS.md).
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