- title screen (continue/new/load/settings/help) and Esc pause menu - settings: language & sound, camera, graphics, game, rebindable keys; stored in localStorage and in every savegame (always applied on load) - savegames as JSON (.dcsave): download, load via file picker or drag & drop - autosave to localStorage every 2 minutes and when the tab is hidden/closed - configurable wall detail, light count, interface size, game speed, hints - audio behind a cargo feature so native tests run (cargo test --no-default-features) - savegame round-trip test Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
70 lines
2.6 KiB
Markdown
70 lines
2.6 KiB
Markdown
# DungeonCraft
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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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- 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:
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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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### 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 game logic (`src/game.rs`, `src/map.rs`) does not depend on macroquad. The tests (a headless simulation of whole games and a savegame round trip) run natively without the audio feature:
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```sh
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cargo test --release --no-default-features
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```
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## Controls
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| Input | Action |
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|---|---|
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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 |
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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 | 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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## Savegames
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Use *Save Game* in the pause menu to download a `.dcsave` file (JSON). Load it again via *Load Game* or by dropping the file onto the game window. 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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## 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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