Sir Scaredy has made a wrong turn and ended up in Ghost Castle. There is no escape now! They will have to fight to survive ever increasing numbers of ghosts appearing.
This is a simple roguelike game written using TinyGo with the TinyRogue framework for Firefly Zero.
This repo shows how to make a complete game.
To build:
firefly_cli buildTo run:
firefly-emulator
The main program has 3 primary functions.
The boot() function is where the TinyRogue setup for the game happens, by calling the setupGame() function.
The update() function is used to manage the state of the game. It controls the game rules and behavior. This function will be called many times per second. This is where the program checks to see if the player has pressed any buttons, and controls the logic about if the player has been attacked by a ghost, the score of the game, etc. Most of this logic is handled by calling the game.Update() function so it can be handed by the TinyRogue game engine.
The render() function is called to display the game graphics. It controls how things look on the screen, such as drawing the graphics for the player, the map, and any ghosts that made have appeared. The function is called only when the screen needs to be refreshed, which is less often than the update() function that controls the game play. Most of this logic is handled by calling the game.Render() function so it can be handed by the TinyRogue game engine, in a similar way to how the update() function is handled.
The game has three different modes:
start- before a new game has startedplay- while the game is being playedgameover- after the game has ended
As such, there is an updateStart() function and a renderStart() function for the start mode.
Likewise, there is a an updateGameover() function and a renderGameover() function for the gameover mode.
The play mode is of special note, since what it mostly does is call the game.Update() functions of the Game that is the main entry point for the TinyRogue engine.
The game has 2 different characters that are involved with the game play. One is the Adventurer that the player is controlling. The Adventurer type embeds the tinyrogue.Player type so it can use the predefined functionality for display and movement.
The other is the Ghost type that represents the creatures that the player has to battle. The Ghost type embeds the tinyrogue.Creature type so it can also use the predefined functionality.
The game action is what controls what happens when the Adventurer and Ghost get into contact. This game uses a CombatAction with a pretty minimal set of rules for attack and defense.
There is a Combatant interface defined, that has a type already defined so that the Adventurer and Ghost can embed it and pick up the standard functionality defined for the CombatAction.
This diagram shows the relationship between the different game functions, game modes, and the game characters.
flowchart TD
subgraph main
A[Main]
A --> U{update}
A --> R{render}
end
subgraph start
U -->|update| US[updateStart]
R -->|render| RS[renderStart]
end
subgraph play
U -->|update| UP[game.Update]
R -->|render| RP[game.Render]
end
subgraph gameover
U -->|update| UG[updateGameover]
R -->|render| RO[renderGameover]
end
subgraph tinyrogue
subgraph characters
ADV(adventurer) --> PLAYER(player)
CREATURES[creatures] --> G1(ghost 1)
CREATURES --> G2(ghost 2)
CREATURES --> G3(ghost 3)
CREATURES --> GN(ghost n...)
end
subgraph levels
LEVELS(levels) --> L1(level 1)
LEVELS --> L2(level 2)
LEVELS --> L3(level 3)
LEVELS --> LN(level n...)
end
end
US --> characters
UP --> characters
RP --> characters
UG --> characters
US --> levels
UP --> levels
RP --> levels
UG --> levels
Uses graphics from https://kenney.nl/assets/tiny-dungeon

