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Diffstat (limited to '1mb')
| -rw-r--r-- | 1mb/data.js | 1255 | ||||
| -rw-r--r-- | 1mb/index.html | 957 |
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diff --git a/1mb/data.js b/1mb/data.js new file mode 100644 index 0000000..1a9e32f --- /dev/null +++ b/1mb/data.js @@ -0,0 +1,1255 @@ +// Game data — edit this file to mod the run (floors, relics, hazards, balance). +// Loaded before the engine in index.html. +const W=12,H=12,FUEL=16 +const BEAST_CALM_RADIUS=4,BEAST_ENRAGED_SPEED=2,TORCH_DRAIN_BASE=1,TORCH_DRAIN_HAZARD=2,RELIC_SLOTS_LOW=2,RELIC_SLOTS_MID=3,RELIC_SLOTS_HIGH=4,RELIC_SLOTS_RICH_BONUS=1 +const P={g:[5,2],b:[2,2],e:[2,9],h:[2,9],p:[2,2],i:[2,2],c:[2,2],v:[2,2],d:[2,2]} +const PITS=[[ +"############", +"#OOOOOOOOOO#", +"#O....F...O#", +"#O...OO...O#", +"#O........O#", +"#O....>...O#", +"#O........O#", +"#O...OO...O#", +"#O........O#", +"#O........O#", +"#OOOOOOOOOO#", +"############"],[ +"############", +"#OOOOOOOOOO#", +"#O.......OO#", +"#O.OOOOO..O#", +"#O.......OO#", +"#O..>.....O#", +"#O....F...O#", +"#O..OOOOO.O#", +"#O........O#", +"#O........O#", +"#OOOOOOOOOO#", +"############"],[ +"############", +"#OOOOOOOOOO#", +"#O........O#", +"#O..OO....O#", +"#O........O#", +"#OF....>..O#", +"#O....OO..O#", +"#O........O#", +"#O..OO....O#", +"#O........O#", +"#OOOOOOOOOO#", +"############"]] +const IDOLS=[[ +"############", +"#..........#", +"#...ggg....#", +"#...gIg....#", +"#...ggg....#", +"#..........#", +"#..........#", +"#..........#", +"#..........#", +"#..........#", +"#....>.....#", +"############"],[ +"############", +"#..........#", +"#....gg....#", +"#...gIg....#", +"#....ggg...#", +"#..........#", +"#..........#", +"#..........#", +"#..........#", +"#..........#", +"#....>.....#", +"############"],[ +"############", +"#..........#", +"#...gg.....#", +"#...gIgg...#", +"#.....gg...#", +"#..........#", +"#..........#", +"#..........#", +"#..........#", +"#..........#", +"#....>.....#", +"############"]] +const IDOLS2=[[ +"############", +"#..........#", +"#..ggg.....#", +"#..gIgg....#", +"#....gg....#", +"#..........#", +"#.....#....#", +"#..........#", +"#..........#", +"#..........#", +"#...>......#", +"############"],[ +"############", +"#..........#", +"#....ggg...#", +"#...ggIg...#", +"#....gg....#", +"#..........#", +"#..........#", +"#....#.....#", +"#..........#", +"#..........#", +"#.....>....#", +"############"],[ +"############", +"#..........#", +"#...gg.....#", +"#..ggIg....#", +"#...gg.....#", +"#..........#", +"#..........#", +"#.....#....#", +"#..........#", +"#..........#", +"#....>.....#", +"############"]] +const CRACKS=[[ +"############", +"#..........#", +"#.####.....#", +"#....#.....#", +"#..x.>.....#", +"#....#.....#", +"#....#.....#", +"#..........#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#.....####.#", +"#.....#....#", +"#.....#....#", +"#...x.>....#", +"#.....#....#", +"#.....####.#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#..######..#", +"#.......#..#", +"#...x...#..#", +"#....>..#..#", +"#.......#..#", +"#..######..#", +"#..........#", +"#..........#", +"#..........#", +"############"]] +const HALLS=[[ +"############", +"#..........#", +"#..a.......#", +"#......b...#", +"#..........#", +"#....c.....#", +"#......d...#", +"#..........#", +"#....F.....#", +"#....>.....#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#......b...#", +"#..........#", +"#..a.......#", +"#..........#", +"#....c..d..#", +"#..........#", +"#..F.>.....#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#..a....b..#", +"#..........#", +"#..........#", +"#....c..F..#", +"#..........#", +"#......d...#", +"#..........#", +"#....>.....#", +"#..........#", +"############"]] +const ESCAPES=[[ +"############", +"#..........#", +"#..........#", +"#..........#", +"#..........#", +"#....>.....#", +"#..........#", +"#..........#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#..........#", +"#...##.....#", +"#......>...#", +"#..........#", +"#.....##...#", +"#..........#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#....##....#", +"#..........#", +"#..........#", +"#..>.......#", +"#.......##.#", +"#..........#", +"#..........#", +"#..........#", +"#..........#", +"############"]] +const BEASTS=[[10,8],[9,7]] +const PITS2=[[ +"############", +"#OOOOOOOOOO#", +"#O..FOOO..O#", +"#O...OO...O#", +"#O........O#", +"#O...O>O..O#", +"#O........O#", +"#O...OO...O#", +"#O..OOOO..O#", +"#O........O#", +"#OOOOOOOOOO#", +"############"],[ +"############", +"#OOOOOOOOOO#", +"#O......OOO#", +"#O.OOOOO..O#", +"#O....O...O#", +"#O..O>O...O#", +"#O....F...O#", +"#O..OOOOO.O#", +"#O....O...O#", +"#O........O#", +"#OOOOOOOOOO#", +"############"],[ +"############", +"#OOOOOOOOOO#", +"#O....O...O#", +"#O..OOO...O#", +"#O........O#", +"#OF..O.>..O#", +"#O....OOO.O#", +"#O........O#", +"#O..OOO...O#", +"#O....O...O#", +"#OOOOOOOOOO#", +"############"],[ +"############", +"#OOOOOOOOOO#", +"#O..F.....O#", +"#O.OOOO...O#", +"#O.....O..O#", +"#O..>.OO..O#", +"#O.....O..O#", +"#O...OOOO.O#", +"#O........O#", +"#O........O#", +"#OOOOOOOOOO#", +"############"]] +const CRACKS2=[[ +"############", +"#.....x....#", +"#.#####....#", +"#....##....#", +"#..x.>#....#", +"#....##....#", +"#....##....#", +"#.....x....#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#....x.....#", +"#.....####.#", +"#....##....#", +"#....##....#", +"#...x.>....#", +"#....##....#", +"#.....####.#", +"#....x.....#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#....x.....#", +"#..######..#", +"#.... ..#..#", +"#...x...#..#", +"#..x.>..#..#", +"#.......#..#", +"#..######..#", +"#....x.....#", +"#..........#", +"#..........#", +"############"]].map(m=>m.map(r=>r.replace(/ /g,"."))) +const HALLS2=[[ +"############", +"#..........#", +"#..a...b...#", +"#..........#", +"#....F.....#", +"#....c.....#", +"#......d...#", +"#..........#", +"#....>.....#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#....b.....#", +"#..a.......#", +"#....F.....#", +"#....c..d..#", +"#..........#", +"#....>.....#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#..a....b..#", +"#....F.....#", +"#..........#", +"#....c.....#", +"#......d...#", +"#..........#", +"#....>.....#", +"#..........#", +"#..........#", +"############"]] +const ESCAPES2=[[ +"############", +"#....##....#", +"#..........#", +"#..........#", +"#...>......#", +"#..........#", +"#..##......#", +"#..........#", +"#......##..#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#...##.....#", +"#..........#", +"#..>.......#", +"#..........#", +"#.....##...#", +"#..........#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#..##......#", +"#..........#", +"#..>....##.#", +"#..........#", +"#......##..#", +"#..........#", +"#..........#", +"#..........#", +"#..........#", +"############"]] +const BEASTS2=[[9,8],[9,7],[10,7]] +const PITS3=[[ +"############", +"#OOOOOOOOOO#", +"#O..SFOO..O#", +"#O...OO...O#", +"#O........O#", +"#O...O>O..O#", +"#O........O#", +"#O...OO...O#", +"#O..OOOO..O#", +"#O........O#", +"#OOOOOOOOOO#", +"############"],[ +"############", +"#OOOOOOOOOO#", +"#O.....SOOO#", +"#O.OOOOO..O#", +"#O....O...O#", +"#O..O>O...O#", +"#O....F...O#", +"#O..OOOOO.O#", +"#O....O...O#", +"#O........O#", +"#OOOOOOOOOO#", +"############"],[ +"############", +"#OOOOOOOOOO#", +"#O....O...O#", +"#O..OOO...O#", +"#O....S...O#", +"#OF..O.>..O#", +"#O....OOO.O#", +"#O........O#", +"#O..OOO...O#", +"#O....O...O#", +"#OOOOOOOOOO#", +"############"],[ +"############", +"#OOOOOOOOOO#", +"#O..S.O...O#", +"#O..OOO...O#", +"#O........O#", +"#O...O.>..O#", +"#O....OOO.O#", +"#O....F...O#", +"#O..OOO...O#", +"#O....O...O#", +"#OOOOOOOOOO#", +"############"]] +const IDOLS3=[[ +"############", +"#..........#", +"#..ggg.....#", +"#..gISg....#", +"#....gg....#", +"#..........#", +"#.....#....#", +"#..........#", +"#..........#", +"#..........#", +"#...>......#", +"############"],[ +"############", +"#..........#", +"#....ggg...#", +"#...gSIg...#", +"#....gg....#", +"#..........#", +"#..........#", +"#....#.....#", +"#..........#", +"#..........#", +"#.....>....#", +"############"],[ +"############", +"#..........#", +"#...gg.....#", +"#..gSIg....#", +"#...gg.....#", +"#..........#", +"#..........#", +"#.....#....#", +"#..........#", +"#..........#", +"#....>.....#", +"############"]] +const CRACKS3=[[ +"############", +"#....Sx....#", +"#.#####....#", +"#....##....#", +"#..x.>#....#", +"#....##....#", +"#....##....#", +"#.....x....#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#....x.....#", +"#...S.####.#", +"#....##....#", +"#....##....#", +"#...x.>....#", +"#....##....#", +"#.....####.#", +"#....x.....#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#....x.....#", +"#..######..#", +"#....S..#..#", +"#...x...#..#", +"#..x.>..#..#", +"#.......#..#", +"#..######..#", +"#....x.....#", +"#..........#", +"#..........#", +"############"]] +const HALLS3=[[ +"############", +"#..........#", +"#..a..S.b..#", +"#..........#", +"#....F.....#", +"#....c.....#", +"#......d...#", +"#..........#", +"#....>.....#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#....b..S..#", +"#..a.......#", +"#....F.....#", +"#....c..d..#", +"#..........#", +"#....>.....#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#..a....b..#", +"#....F..S..#", +"#..........#", +"#....c.....#", +"#......d...#", +"#..........#", +"#....>.....#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#..a..S.b..#", +"#....F.....#", +"#..........#", +"#....c.....#", +"#......d...#", +"#..........#", +"#....>..F..#", +"#..........#", +"#..........#", +"############"]] +const ESCAPES3=[[ +"############", +"#....##....#", +"#..........#", +"#....S.....#", +"#...>......#", +"#..........#", +"#..##......#", +"#..........#", +"#......##..#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#...##.....#", +"#....S.....#", +"#....>.....#", +"#..........#", +"#.....##...#", +"#..........#", +"#..##......#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#..##......#", +"#....S.....#", +"#..>....##.#", +"#..........#", +"#......##..#", +"#..........#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#....##....#", +"#..........#", +"#..S.......#", +"#....>.....#", +"#..........#", +"#..##..S...#", +"#..........#", +"#......##..#", +"#..........#", +"#..........#", +"############"]] +const BEASTS3=[[9,8],[9,7],[9,6],[10,7]] +const ESCAPES4=[[ +"############", +"#....##....#", +"#....S.....#", +"#..........#", +"#...>......#", +"#..........#", +"#..##......#", +"#......S...#", +"#......##..#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#...##.....#", +"#....S.....#", +"#..>.......#", +"#..........#", +"#.....##...#", +"#.....S....#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#..##......#", +"#....S.....#", +"#..>....##.#", +"#..........#", +"#......##..#", +"#.....S....#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#....##....#", +"#..........#", +"#..S.......#", +"#....>.....#", +"#..........#", +"#..##..S...#", +"#..........#", +"#......##..#", +"#..........#", +"#..........#", +"############"]] +const BEASTS4=[[9,8],[10,8],[9,7],[10,7]] +const PITS4=[[ +"############", +"#OOOOOOOOOO#", +"#O..SFOO..O#", +"#O.O.OO...O#", +"#O........O#", +"#O..OO>O..O#", +"#O........O#", +"#O...OO...O#", +"#O..OOOO..O#", +"#O........O#", +"#OOOOOOOOOO#", +"############"],[ +"############", +"#OOOOOOOOOO#", +"#O....SO..O#", +"#O.OOOOO..O#", +"#O....O...O#", +"#O..O>O...O#", +"#O....F...O#", +"#O..OOOOO.O#", +"#O....O...O#", +"#O........O#", +"#OOOOOOOOOO#", +"############"],[ +"############", +"#OOOOOOOOOO#", +"#O....O...O#", +"#O..OOO...O#", +"#O....S...O#", +"#OF..O.>..O#", +"#O....OOO.O#", +"#O........O#", +"#O..OOO...O#", +"#O....O...O#", +"#OOOOOOOOOO#", +"############"],[ +"############", +"#OOOOOOOOOO#", +"#O..F.O...O#", +"#O..OOO...O#", +"#O....S...O#", +"#O...O.>..O#", +"#O....OOO.O#", +"#O........O#", +"#O..OOO...O#", +"#O....O...O#", +"#OOOOOOOOOO#", +"############"]] +const IDOLS4=[[ +"############", +"#..........#", +"#..ggg.....#", +"#..gISg....#", +"#...Sgg....#", +"#..........#", +"#.....#....#", +"#..........#", +"#..........#", +"#..........#", +"#...>......#", +"############"],[ +"############", +"#..........#", +"#....ggg...#", +"#...gSIg...#", +"#....gg....#", +"#....S.....#", +"#..........#", +"#....#.....#", +"#..........#", +"#..........#", +"#.....>....#", +"############"],[ +"############", +"#..........#", +"#...gg.....#", +"#..gSIg....#", +"#...gg..S..#", +"#..........#", +"#..........#", +"#.....#....#", +"#..........#", +"#..........#", +"#....>.....#", +"############"]] +const CRACKS4=[[ +"############", +"#....Sx....#", +"#.#####....#", +"#....##....#", +"#..x.>#....#", +"#....##....#", +"#....##....#", +"#..x.......#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#....x.....#", +"#...S.####.#", +"#....##....#", +"#....##....#", +"#..xx.>....#", +"#....##....#", +"#.....####.#", +"#....x.....#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#....x.....#", +"#..######..#", +"#....S..#..#", +"#...x...#..#", +"#..x.>..#..#", +"#...x...#..#", +"#..######..#", +"#....x.....#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..S.x.....#", +"#..######..#", +"#.......#..#", +"#..xx...#..#", +"#....>..#..#", +"#.......#..#", +"#..######..#", +"#....x.....#", +"#..........#", +"#..........#", +"############"]] +const HALLS4=[[ +"############", +"#..........#", +"#..a..S.b..#", +"#..........#", +"#....F.....#", +"#....c.....#", +"#......d...#", +"#.....S....#", +"#....>.....#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#....b..S..#", +"#..a.......#", +"#....F.....#", +"#....c..d..#", +"#.....S....#", +"#....>.....#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#..a....b..#", +"#....F..S..#", +"#..........#", +"#....c.....#", +"#......d...#", +"#.....S....#", +"#....>.....#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#..a..S.b..#", +"#....F.....#", +"#..........#", +"#....c.....#", +"#...S..d...#", +"#..........#", +"#....>..F..#", +"#..........#", +"#..........#", +"############"]] +const ESCAPES5=[[ +"############", +"#....##....#", +"#....S.....#", +"#..........#", +"#...>......#", +"#..........#", +"#..##......#", +"#..........#", +"#......##..#", +"#....S.....#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#...##.....#", +"#....S.....#", +"#..>.......#", +"#..........#", +"#.....##...#", +"#....S.....#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#..##......#", +"#....S.....#", +"#..>....##.#", +"#..........#", +"#......##..#", +"#....S.....#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#....##....#", +"#..........#", +"#..S.......#", +"#....>.....#", +"#..........#", +"#..##..S...#", +"#..........#", +"#......##..#", +"#....S.....#", +"#..........#", +"############"]] +const BEASTS5=[[10,8],[10,7],[9,7],[9,6]] +const ESCAPES6=[[ +"############", +"#....##....#", +"#....S.....#", +"#..........#", +"#...>......#", +"#....S.....#", +"#..##......#", +"#......S...#", +"#......##..#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#...##.....#", +"#....S.....#", +"#..>.......#", +"#.....S....#", +"#.....##...#", +"#.....S....#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#..........#", +"#..##......#", +"#....S.....#", +"#..>....##.#", +"#.....S....#", +"#......##..#", +"#.....S....#", +"#..........#", +"#..........#", +"#..........#", +"############"],[ +"############", +"#....##....#", +"#....S.....#", +"#..S.......#", +"#....>.....#", +"#..........#", +"#..##..S...#", +"#..........#", +"#......##..#", +"#..........#", +"#..........#", +"############"]] +const BEASTS6=[[10,8],[10,7],[9,7],[10,6]] +const LEVEL_ORDER=[1,2,3,4,5,6] +const LEVEL_ARCS={1:"foundation",2:"pressure",3:"ward",4:"hunt",5:"hollow",6:"finale",7:"afterglow"} +const MODES={ + standard:{label:"standard",desc:"full campaign"}, + iron:{label:"iron",desc:"early beast"}, + greed:{label:"greed",desc:"hot relics, costly gold"}, + dark:{label:"dark",desc:"weak flame, fast dread"}, + daily:{label:"daily",desc:"fixed daily seed"}, + heavy:{label:"heavy torch",desc:"starts lit, more fuel"}, + swift:{label:"swift",desc:"pits never catch you"}, + warded:{label:"warded",desc:"starts warded, wards hold longer"} +} +const MODE_IDS=Object.keys(MODES) +const MODS={ + thin:{label:"thin flame",desc:"torches burn faster"}, + wake:{label:"wakeful beast",desc:"the beast starts hotter"}, + rich:{label:"rich relics",desc:"more relics surface"}, + gloom:{label:"heavy dread",desc:"darkness grips sooner"}, + grace:{label:"strong shrines",desc:"wards hold longer"} +} +const MOD_IDS=Object.keys(MODS) +const FLOOR_TEXT={ + 1:["A first descent through stale rites.","The old ruin still pretends to be fair."], + 2:["Pressure arrives before understanding catches up.","Every branch feels closer to pursuit."], + 3:["Wards answer, but never for free.","Blessing and burden share the same stone."], + 4:["The hunt floor wants you heard.","Noise becomes destiny down here."], + 5:["The hollow floor strips runs to their bones.","Only the sharpest choices still matter."], + 6:["The last gate weighs what you became.","Every surviving system cashes in here."], + 7:["Dawn should have ended this. The ruin has other plans.","Nothing left down here owes you mercy."] +} +const FLOOR_THEMES={ + 1:{name:"foundation",tag:"stale rite",accent:"verdigris",fog:"soft lantern fog"}, + 2:{name:"pressure",tag:"ember choke",accent:"rust flare",fog:"hot dust"}, + 3:{name:"ward",tag:"cold liturgy",accent:"aqua ward",fog:"glass mist"}, + 4:{name:"hunt",tag:"rose alarm",accent:"pink hunt",fog:"thin red haze"}, + 5:{name:"hollow",tag:"ash hush",accent:"bone gray",fog:"dry blackout"}, + 6:{name:"finale",tag:"crown weather",accent:"gold ruin",fog:"judging dark"}, + 7:{name:"afterglow",tag:"borrowed dawn",accent:"ash gold",fog:"embered haze"} +} +const ENEMY_TEXT={ + beast:["A one-eyed pursuer that reads space better than fear.","It wants a lane, not a duel."], + shade:["A cold pass-through that feeds dread and tells on you.","It does not block the path; it poisons it."], + watcher:["A fixed witness that turns position into pursuit.","Quiet fails where it stands."], + leech:["A grave thing that eats ward and heat.","It survives by thinning what protects you."], + effigy:["A second relic, and a third. Only one is true.","The others were never meant to be found."] +} +const SHRINE_TEXT=[ + "The shrine lends shape to your nerve.", + "A ward forms, thin and listening.", + "The shrine answers, and the answer is costly." +] +const BRAZIER_TEXT=[ + "The brazier spits up old warmth.", + "A hungry flame leans toward your torch.", + "The coals remember better fires than yours." +] +const CURSE_TEXT=[ + "The stone bites back.", + "A mean seam in the floor wakes underfoot.", + "The room answers touch with dread." +] +const SFX_MAP={ + hit:{freq:180,dur:.08,type:"square"}, + beast:{freq:90,dur:.12,type:"sawtooth"}, + win:{freq:660,dur:.4,type:"sine"}, + relic:{freq:520,dur:.15,type:"triangle"}, + ward:{freq:340,dur:.2,type:"sine"}, + shift:{freq:220,dur:.1,type:"sine"}, + dead:{freq:70,dur:.5,type:"sawtooth"} +} +const FINALE_NAMES=["Ash Gate","Gold Gate","Hush Gate","Ward Gate"] +const INTRO_TEXT=["Move with arrows or WASD.","Carry flame. Bow for gold.","Wards hold. Cracks strip. The beast reads haste."].join("\n") +const HINT_TEXT={ + torch:"Take the torch early. Darkness taxes every step without it.", + ward:"Shrines raise ward. Ward softens dark pressure, then burns down.", + crack:"Cracks are fast but costly. Mask or ward makes the crossing safer.", + beast:"Fire slows pursuit. A dropped torch can buy one clean lane." +} +const RELICS={ + ember:{name:"ember heart",label:"ember",up:"slower torch drain",down:"beast ignores dropped flame"}, + tooth:{name:"gold tooth",label:"tooth",up:"gold slips the crack",down:"beast enrages sooner"}, + hush:{name:"hush bell",label:"hush",up:"dread stays low",down:"fire never slows beast"}, + eye:{name:"idol eye",label:"eye",up:"idol bows easier, shrines strengthen",down:"crown scorches torch"}, + brand:{name:"night brand",label:"brand",up:"shades break on touch",down:"cursed ground bites harder"}, + wick:{name:"long wick",label:"wick",up:"sight and dropped flame last longer",down:"carried torch burns hotter"}, + chain:{name:"ward chain",label:"chain",up:"wards and shrines linger",down:"gold no longer softens torch loss"}, + veil:{name:"veil thread",label:"veil",up:"mask protects torch through the crack",down:"shrines grant less"}, + greave:{name:"pit greaves",label:"greave",up:"pit footing stays sure",down:"crack crossings cost extra"}, + lure:{name:"lure spool",label:"lure",up:"dropped flame always pulls the beast",down:"carried fire never slows it"}, + salt:{name:"salt sigil",label:"salt",up:"watchers and curses bite softer",down:"shades drain more torch"}, + ash:{name:"ash lung",label:"ash",up:"braziers flare stronger",down:"shrines sip your torch"} +} +const RELIC_IDS=Object.keys(RELICS) +const RELIC_SPOTS={ +1:[["b",7,2],["v",8,8],["h",6,6]], +2:[["h",6,6],["v",5,8],["p",8,8]], +3:[["i",2,8],["c",2,1],["v",8,8],["h",6,6]], +4:[["h",5,6],["i",5,8],["p",8,8],["v",8,8]], +5:[["h",5,6],["i",5,8],["c",2,1],["v",5,8],["p",8,8]], +6:[["e",7,3],["e",9,5],["e",5,8]], +7:[["h",5,6],["i",5,8],["c",2,1],["v",5,8],["p",8,8]] +} +const EFFIGY_SPOTS={ +1:[], +2:[["v",9,8]], +3:[["v",9,8]], +4:[["v",9,8]], +5:[["v",9,8]], +6:[], +7:[["v",9,8]] +} +const BRAZIER_SPOTS={ +1:[["h",8,8],["p",2,8]], +2:[["h",8,8],["v",2,8],["c",8,8]], +3:[["h",8,8],["i",8,8],["p",2,8],["v",2,8]], +4:[["h",8,8],["i",8,8],["p",2,8],["v",2,8]], +5:[["h",8,8],["i",8,8],["p",2,8],["v",2,8],["c",8,8]], +6:[["e",8,2],["e",2,8],["e",8,8]], +7:[["h",8,8],["i",8,8],["p",2,8],["v",2,8],["c",8,8]] +} +const SHRINE_SPOTS={ +1:[["i",2,8]], +2:[["h",8,4],["v",8,8]], +3:[["h",8,4],["i",8,8],["c",8,8]], +4:[["h",8,4],["i",8,8],["c",8,8],["p",8,4]], +5:[["h",8,4],["i",8,8],["c",8,8],["v",8,8],["p",8,4]], +6:[["e",8,4],["e",3,3],["e",8,8]], +7:[["h",8,4],["i",8,8],["c",8,8],["v",8,8],["p",8,4]] +} +const CURSE_SPOTS={ +1:[["h",8,8],["p",8,2],["c",8,8]], +2:[["h",7,4],["c",2,1],["p",8,8],["v",8,4]], +3:[["h",7,4],["i",8,8],["c",7,1],["p",8,8],["v",8,4]], +4:[["h",7,4],["i",8,8],["c",7,1],["p",8,8],["v",8,4]], +5:[["h",7,4],["i",8,8],["c",7,1],["p",8,8],["v",8,4],["b",8,8]], +6:[["e",8,8],["e",2,2],["e",8,2],["e",3,8]], +7:[["h",7,4],["i",8,8],["c",7,1],["p",8,8],["v",8,4],["b",8,8]] +} +const SHADE_SPOTS={ +1:[["h",9,4],["p",8,8]], +2:[["h",9,4],["c",8,8],["v",8,8]], +3:[["h",9,4],["i",8,8],["c",8,8],["p",8,4]], +4:[["h",9,4],["i",8,8],["c",8,8],["p",8,4],["v",8,8]], +5:[["h",9,4],["i",8,8],["c",8,8],["p",8,4],["v",8,8],["b",8,8]], +6:[["e",8,8],["e",2,8],["e",8,2],["e",3,8]], +7:[["h",9,4],["i",8,8],["c",8,8],["p",8,4],["v",8,8],["b",8,8]] +} +const BLOCK_SPOTS={ +1:[], +2:[["h",7,8],["p",2,8],["v",2,4]], +3:[["h",7,8],["p",2,8],["c",8,2],["v",2,4]], +4:[["h",7,8],["p",2,8],["c",8,2],["v",2,4],["b",8,8]], +5:[["h",7,8],["p",2,8],["c",8,2],["v",2,4],["b",8,8],["i",8,4]], +6:[["e",2,4],["e",7,7],["e",2,7]], +7:[["h",7,8],["p",2,8],["c",8,2],["v",2,4],["b",8,8],["i",8,4]] +} +const WATCHER_SPOTS={ +1:[], +2:[["h",8,8],["v",8,8]], +3:[["h",8,8],["c",2,8],["v",8,8]], +4:[["h",8,8],["c",2,8],["p",8,8],["v",8,8]], +5:[["h",8,8],["c",2,8],["p",8,8],["v",8,8],["i",8,8]], +6:[["e",8,2],["e",2,8]], +7:[["h",8,8],["c",2,8],["p",8,8],["v",8,8],["i",8,8]] +} +const LEECH_SPOTS={ +1:[], +2:[], +3:[["p",8,8],["c",8,8]], +4:[["p",8,8],["c",8,8],["v",8,8]], +5:[["p",8,8],["c",8,8],["v",8,8],["h",8,4]], +6:[["e",8,8],["e",3,3]], +7:[["p",8,8],["c",8,8],["v",8,8],["h",8,4]] +} +const LEVELS={ +1:{pits:PITS,idols:IDOLS,cracks:CRACKS,halls:HALLS,escapes:ESCAPES,beasts:BEASTS,dark:"pecv",tone:"The air is stale with old rites."}, +2:{pits:PITS2,idols:IDOLS2,cracks:CRACKS2,halls:HALLS2,escapes:ESCAPES2,beasts:BEASTS2,dark:"behipcv",tone:"The ruin tightens. It knows your name now."}, +3:{pits:PITS3,idols:IDOLS3,cracks:CRACKS3,halls:HALLS3,escapes:ESCAPES3,beasts:BEASTS3,dark:"behipcv",tone:"The shrines still answer, but every blessing exacts a price."}, +4:{pits:PITS4,idols:IDOLS4,cracks:CRACKS4,halls:HALLS4,escapes:ESCAPES4,beasts:BEASTS4,dark:"behipcv",tone:"The hunt floor listens for every sound you make."}, +5:{pits:PITS4,idols:IDOLS4,cracks:CRACKS4,halls:HALLS4,escapes:ESCAPES5,beasts:BEASTS5,dark:"behipcv",tone:"The hollow floor strips away whatever was merely enough."}, +6:{pits:PITS4,idols:IDOLS4,cracks:CRACKS4,halls:HALLS4,escapes:ESCAPES6,beasts:BEASTS6,dark:"behipcv",tone:"The final gate wakes. Everything left in you will be tested."}, +7:{pits:PITS4,idols:IDOLS4,cracks:CRACKS4,halls:HALLS4,escapes:ESCAPES6,beasts:BEASTS6,dark:"behipcv",tone:"You already won. 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30%,var(--glow));font-weight:bold;filter:drop-shadow(0 0 4px #fff3)}.pm{animation:step .12s}.bm{animation:step .12s reverse} +.w{color:var(--wall)}.o{color:var(--pit);text-shadow:0 0 6px #4d100c}.f{color:var(--floor)} +.i,.C,.K{color:var(--exit);text-shadow:0 0 6px color-mix(in srgb,var(--exit) 50%,#000)}.g{color:var(--accent2);text-shadow:0 0 6px color-mix(in srgb,var(--accent2) 45%,#000)}.I{color:#ffe8a7;text-shadow:0 0 6px #8f7440}.M{color:#d6ddd6}.T,.F{color:var(--torch);text-shadow:0 0 8px color-mix(in srgb,var(--torch) 60%,#000);animation:flicker .9s infinite}.drop{color:#ffd79d} +.B{color:var(--beast);text-shadow:0 0 8px color-mix(in srgb,var(--beast) 70%,#000);font-weight:bold}.B.alert{color:#ffa8e4}.B.enraged{color:#ff6767;text-shadow:0 0 8px #ff4d4d} +.S{color:var(--shrine);text-shadow:0 0 8px color-mix(in srgb,var(--shrine) 65%,#000);animation:pulse 1.5s infinite;font-weight:bold}.S.stress{color:#c5fbff;animation:pulse .6s infinite} +.r{color:var(--relic);text-shadow:0 0 7px color-mix(in srgb,var(--relic) 55%,#000);font-weight:bold} +.x,.z{color:var(--hazard);text-shadow:0 0 7px color-mix(in srgb,var(--hazard) 40%,#000);font-weight:bold}.n{color:var(--shade);text-shadow:0 0 6px #22395f}.q{color:var(--watcher);text-shadow:0 0 6px #5a3d12;font-weight:bold}.l{color:var(--leech);text-shadow:0 0 6px #10453b} +.n.alert,.q.alert,.l.alert{animation:pulse .65s infinite} +.warded{box-shadow:inset 0 0 0 1px var(--wardGlow);background:radial-gradient(circle at 50% 50%,#ffffff08,transparent 72%)} +.haz{filter:brightness(1.14)} +.fog1{opacity:.9}.fog2{opacity:.72}.fog3{opacity:.55} +#g.hit{transform:translateX(2px);box-shadow:inset 0 0 0 1px #000,0 0 24px #0008,0 0 14px color-mix(in srgb,var(--hazard) 70%,#000)}#g.win{box-shadow:inset 0 0 0 1px #000,0 0 24px #0008,0 0 14px var(--glow)}#g.shift{transform:scale(1.02)}#g.ward{animation:wardbreak .2s ease-out}#g.relic{animation:relicpulse .24s ease-out} +#u.dead,#u.win,#u.camp{letter-spacing:.12em;text-transform:uppercase} +#s[data-floor="1"]{--bg0:#0a130d;--bg1:#020302;--panel:#08100bdd;--panelEdge:#29442e;--gridEdge:#213929;--accent:#9fe2ab;--accent2:#f0cc76;--fog:#dbf5df;--mist:#88c6911c;--glow:#9be8a055;--gridGlow:#9be8a020;--floor:#132217;--memory:#667f6a;--wall:#6c786f;--pit:#ad584a;--exit:#f3d487;--torch:#ffbf67;--shrine:#9df1df;--relic:#ffe28f;--hazard:#ff8b77;--shade:#a7c8ff;--watcher:#ffd298;--leech:#8ef0db;--beast:#ff81d9;--player:#fbfff8} +#s[data-floor="2"]{--bg0:#170d08;--bg1:#040202;--panel:#130b08e1;--panelEdge:#5c3520;--gridEdge:#4d2d1e;--accent:#ffb07a;--accent2:#ffd18f;--fog:#ffd9c0;--mist:#ff985415;--glow:#ff9d6260;--gridGlow:#ff9d6224;--floor:#24130d;--memory:#8a665b;--wall:#8f6d63;--pit:#dd6a55;--exit:#ffd48a;--torch:#ffaf59;--shrine:#ffd0a6;--relic:#ffe08e;--hazard:#ff7766;--shade:#d3c0ff;--watcher:#ffd0ad;--leech:#f1b68f;--beast:#ff7eb4;--player:#fff7f1} +#s[data-floor="3"]{--bg0:#081416;--bg1:#020404;--panel:#071113e1;--panelEdge:#1c5459;--gridEdge:#1a474d;--accent:#8ce4eb;--accent2:#d8f09f;--fog:#d5fbff;--mist:#74f2ff18;--glow:#78ebf560;--gridGlow:#78ebf524;--floor:#0f2123;--memory:#628489;--wall:#6f8386;--pit:#b15a65;--exit:#dff2a3;--torch:#ffcf76;--shrine:#8ff8f1;--relic:#fff09c;--hazard:#ff8e86;--shade:#9fc8ff;--watcher:#f8eeae;--leech:#85f0dc;--beast:#ff9be4;--player:#f6ffff} +#s[data-floor="4"]{--bg0:#170910;--bg1:#040203;--panel:#120810e1;--panelEdge:#5f1d39;--gridEdge:#4c1b31;--accent:#ff86b5;--accent2:#ffd39a;--fog:#ffd8e7;--mist:#ff6ca41a;--glow:#ff75b460;--gridGlow:#ff75b426;--floor:#22101a;--memory:#876071;--wall:#8c6a7a;--pit:#d75b64;--exit:#ffd392;--torch:#ffb262;--shrine:#f1a8ff;--relic:#ffe28b;--hazard:#ff7b7b;--shade:#b7b7ff;--watcher:#ffd2a6;--leech:#95f1d7;--beast:#ff5da8;--player:#fff7fb} +#s[data-floor="5"]{--bg0:#0d0d10;--bg1:#010101;--panel:#0a0b0de1;--panelEdge:#3f4247;--gridEdge:#34373d;--accent:#c8d0da;--accent2:#f1d8a2;--fog:#e6ebf0;--mist:#ffffff10;--glow:#cbd6e245;--gridGlow:#cbd6e216;--floor:#17191d;--memory:#70767d;--wall:#838991;--pit:#c2645e;--exit:#f2ddb0;--torch:#e8b36f;--shrine:#c0ebff;--relic:#f5e2a7;--hazard:#ff9387;--shade:#aab7d9;--watcher:#ebd3a1;--leech:#a2dccf;--beast:#ff8ab4;--player:#fcfdff} +#s[data-floor="6"]{--bg0:#140f08;--bg1:#030201;--panel:#110d08e2;--panelEdge:#6b5824;--gridEdge:#53461f;--accent:#f0d06d;--accent2:#fff0b3;--fog:#fff0c4;--mist:#f0c24a18;--glow:#f1cd6760;--gridGlow:#f1cd6726;--floor:#221d10;--memory:#8e7d52;--wall:#93886b;--pit:#d06d56;--exit:#fff0a6;--torch:#ffc768;--shrine:#d0f5c2;--relic:#fff1a1;--hazard:#ff8b67;--shade:#c7d6ff;--watcher:#ffe0a0;--leech:#beefc7;--beast:#ff7d9b;--player:#fffdf3} +#s[data-floor="7"]{--bg0:#170c08;--bg1:#040201;--panel:#130a07e2;--panelEdge:#7a3f22;--gridEdge:#5e321c;--accent:#ff9a5c;--accent2:#ffd9a0;--fog:#ffe0b8;--mist:#ff8a4a1c;--glow:#ff9a5c60;--gridGlow:#ff9a5c26;--floor:#24140d;--memory:#93705a;--wall:#8f6f5c;--pit:#c9503f;--exit:#ffcf8f;--torch:#ffab5e;--shrine:#f2cfae;--relic:#ffe3a1;--hazard:#ff7a5c;--shade:#c9b6ff;--watcher:#ffcf8a;--leech:#c9e0a8;--beast:#ff6a7d;--player:#fff6ef} +#s[data-state="title"]{--accent:#d9e6d6;--panelEdge:#445348;--gridEdge:#445348;--mist:#7fb48612} +#s[data-state="dead"]{--accent:#ff8b79;--panelEdge:#6b2f27;--gridEdge:#612b24;--mist:#ff715812} +#s[data-state="win"]{--accent:#f3dd8f;--panelEdge:#7a6930;--gridEdge:#6e5f2c;--mist:#f3dd8f18} +#s[data-state="camp"]{--accent:#c8f2dd;--panelEdge:#376050;--gridEdge:#2f5648;--mist:#8ff0cc18} +@media (max-width:780px){#s{justify-content:flex-start;padding:12px 10px 20px}#p{flex-direction:column;align-items:center;width:100%}#g,#i,#g.splash,#l,#u{width:min(92vw,420px);max-width:100%}#i,#g.splash{min-width:0}#g.splash{overflow:auto}#s[data-state="play"] #d{display:grid}} +@keyframes flicker{0%,100%{opacity:1;transform:translateY(0)}25%{opacity:.75;transform:translateY(-.5px)}50%{opacity:.94}75%{opacity:.68;transform:translateY(.5px)}} +@keyframes pulse{0%,100%{opacity:.84;transform:scale(1)}50%{opacity:1;transform:scale(1.08)}} +@keyframes step{0%{transform:scale(.82)}100%{transform:scale(1)}} +@keyframes wardbreak{0%{filter:brightness(1.35)}100%{filter:brightness(1)}} +@keyframes relicpulse{0%{transform:scale(1)}50%{transform:scale(1.035)}100%{transform:scale(1)}} +</style> +<div id=s><div id=u></div><div id=p><div id=g></div><div id=i></div></div><div id=l></div><div id=d><button data-k=ArrowUp class=pu>^</button><button data-k=ArrowLeft class=pl><</button><button data-k=. class=pw>*</button><button data-k=ArrowRight class=pr>></button><button data-k=ArrowDown class=pd>v</button></div><button id=r hidden>restart</button></div> +<script src=data.js></script> +<script> +const SEl=document.getElementById("s"),U=document.getElementById("u"),G=document.getElementById("g"),I=document.getElementById("i"),L=document.getElementById("l"),X=document.getElementById("r"),D=document.getElementById("d") +let muted=0 +const SFX={ + ctx:null, + beep(freq,dur,type){ + if(muted||!freq)return + if(!this.ctx)this.ctx=new(window.AudioContext||window.webkitAudioContext)() + if(this.ctx.state=="suspended")this.ctx.resume() + const osc=this.ctx.createOscillator(),gain=this.ctx.createGain() + osc.type=type;osc.frequency.value=freq + gain.gain.setValueAtTime(.15,this.ctx.currentTime) + gain.gain.exponentialRampToValueAtTime(.0001,this.ctx.currentTime+dur) + osc.connect(gain);gain.connect(this.ctx.destination) + osc.start();osc.stop(this.ctx.currentTime+dur) + }, + play(fx){ + const s=SFX_MAP[fx] + if(s)this.beep(s.freq,s.dur,s.type) + } +} +let seed=0,B0=[10,8],R,S,V={hall:0,pit:0,idol:0,crack:0,escape:0,beast:0},DBG={show:0,out:""},O={relics:[],curses:[],shades:[],blocks:[],braziers:[],shrines:[],watchers:[],leeches:[],effigies:[]},hasSave=0 + +function rng(n){ + return function(){ + n|=0;n=n+0x6D2B79F5|0 + let t=Math.imul(n^n>>>15,1|n) + t=t+Math.imul(t^t>>>7,61|t)^t + return ((t^t>>>14)>>>0)/4294967296 + } +} +function rollSeed(){return Math.floor(Math.random()*1e9)} +function pickSpots(r,spots,n){ + const bag=spots.slice(),out=[] + for(let i=0;i<n&&bag.length;i++)out.push(...bag.splice((r()*bag.length)|0,1)) + return out +} +function pickMods(seed0){ + const r=rng(seed0+404),bag=MOD_IDS.slice(),out=[] + while(out.length<2&&bag.length)out.push(bag.splice((r()*bag.length)|0,1)[0]) + return out +} +function hash(s){let n=0;for(const ch of s)n=(n*31+ch.charCodeAt(0))|0;return Math.abs(n)} +function modeMods(mode){ + if(mode=="iron")return ["wake"] + if(mode=="greed")return ["rich"] + if(mode=="dark")return ["thin","gloom"] + if(mode=="warded")return ["grace"] + return [] +} +function hasMod(id){return S.mods&&S.mods.includes(id)} +function modSummary(){return S.mods.map(id=>MODS[id].label).join(", ")} +function showHint(id,text=HINT_TEXT[id]){ + if(!S.hints[id]){ + S.hints[id]=1 + S.hint=`hint ${text}` + } +} +function boolMark(v){return v?"✓":"-"} +function statRow(k,v){return `${k.padEnd(7)} ${v}`} +function loseWard(n){ + const was=S.flags.ward||0 + S.flags.ward=Math.max(0,was-n) + if(was&&!S.flags.ward)S.fx="ward" +} +function campOffers(next){ + const r=rng(seed+next*313),pool=RELIC_IDS.filter(id=>id!=S.flags.relic),a=pool.splice((r()*pool.length)|0,1)[0],b=pool.splice((r()*pool.length)|0,1)[0] + return [a,b] +} + +function build(seed0){ + const L=LEVELS[S&&S.level||1],r=rng(seed0+((S&&S.level||1)-1)*9973) + const B=BASES[S&&S.level||1] + V={hall:(r()*L.halls.length)|0,pit:(r()*L.pits.length)|0,idol:(r()*L.idols.length)|0,crack:(r()*L.cracks.length)|0,escape:(r()*L.escapes.length)|0,beast:(r()*L.beasts.length)|0} + B0=L.beasts[V.beast] + const relicBag=RELIC_IDS.slice().sort(()=>r()-.5) + const level=S&&S.level||1 + O={relics:pickSpots(r,RELIC_SPOTS[level]||[],(level>=5?RELIC_SLOTS_HIGH:level>=3?RELIC_SLOTS_MID:RELIC_SLOTS_LOW)+(S&&S.mods&&S.mods.includes("rich")?RELIC_SLOTS_RICH_BONUS:0)).map((v,i)=>({r:v[0],x:v[1],y:v[2],id:relicBag[i%relicBag.length],on:1})), + braziers:pickSpots(r,BRAZIER_SPOTS[level]||[],level>=5?3:level>=3?2:1).map(v=>({r:v[0],x:v[1],y:v[2],on:1})), + shrines:pickSpots(r,SHRINE_SPOTS[level]||[],level>=4?3:level>=3?2:1).map(v=>({r:v[0],x:v[1],y:v[2],on:1})), + curses:pickSpots(r,CURSE_SPOTS[level]||[],level==1?1:level>=5?3:2).map(v=>({r:v[0],x:v[1],y:v[2],on:1})), + shades:pickSpots(r,SHADE_SPOTS[level]||[],Math.min(level+1,5)).map(v=>({r:v[0],x:v[1],y:v[2],on:1})), + watchers:pickSpots(r,WATCHER_SPOTS[level]||[],Math.max(0,level-1)).map(v=>({r:v[0],x:v[1],y:v[2],on:1})), + leeches:pickSpots(r,LEECH_SPOTS[level]||[],Math.max(0,level-2)).map(v=>({r:v[0],x:v[1],y:v[2],on:1})), + blocks:pickSpots(r,BLOCK_SPOTS[level]||[],99).map(v=>({r:v[0],x:v[1],y:v[2],on:1})), + effigies:pickSpots(r,EFFIGY_SPOTS[level]||[],Math.max(0,level-1)).map(v=>({r:v[0],x:v[1],y:v[2],on:1}))} + R={ + g:B.g,b:B.b,v:B.v,d:B.d, + h:{m:L.halls[V.hall],ex:{a:"p",b:"i",c:"c",d:"d",">":"g"}}, + p:{m:L.pits[V.pit],ex:{">":"v"}}, + i:{m:L.idols[V.idol],ex:{">":"h"}}, + c:{m:L.cracks[V.crack],ex:{">":"v"}}, + e:{m:L.escapes[V.escape],ex:{">":"g"}} + } +} + +function buildTitle(){ + const z=runStyle() + if(S.flags.relic=="chain"||S.path.shrines>2)return "Warded Pilgrim" + if(S.flags.gold&&z.route=="crack")return "Gold-Bound Runner" + if(S.flags.relic=="lure"||S.path.drops>1)return "Beast Angler" + if(S.flags.mask&&S.flags.relic=="veil")return "Veiled Diver" + if(S.flags.relic=="greave"||z.route=="pit")return "Pit Warden" + if(S.flags.relic=="hush"||S.mode=="dark")return "Hush Walker" + return runStyle().style.replace(/\b\w/g,m=>m.toUpperCase()) +} +function enemyNote(kind){ + const arr=ENEMY_TEXT[kind] + return arr[(seed+S.level+kind.length)%arr.length] +} +function flavor(kind){ + const pool=kind=="shrine"?SHRINE_TEXT:kind=="brazier"?BRAZIER_TEXT:CURSE_TEXT + return pool[(seed+S.turn+S.level)%pool.length] +} +function floorLine(level=S.level){ + const arr=FLOOR_TEXT[level] + return arr[(seed+level)%arr.length] +} +function finaleName(){ + const idx=(hash((S.flags.relic||"plain")+runStyle().route+(S.flags.gold?"g":"n")+(S.flags.ward?"w":"d")))%FINALE_NAMES.length + return FINALE_NAMES[idx] +} +function openTitle(){ + seed=0 + S={gameState:"title",mode:"standard",currentMode:"standard",alive:1,win:0,level:1,currentLevel:1,msg:"",endLead:"",deathCause:"",mods:[],flags:{},path:{},seen:{},turn:0} + hasSave=!!loadSave() +} +function startRun(mode="standard",fresh=1){ + const dailySeed=hash(new Date().toISOString().slice(0,10)) + seed=mode=="daily"?dailySeed:(fresh||!seed?rollSeed():seed) + const picked=pickMods(seed),forced=modeMods(mode),mods=[...new Set([...picked,...forced])].slice(0,3) + S={level:1,currentLevel:1,mode,currentMode:mode} + S.mods=mods + build(seed) + S={seed,mode,currentMode:mode,mods:S.mods,level:1,currentLevel:1,gameState:"play",deathCause:"",endTitle:"",endLead:"",fx:"shift",r:"g",x:P.g[0],y:P.g[1],alive:1,win:0,turn:0,crownTurn:-1,chase:0,dread:0,msg:`Begin floor 1. ${floorLine(1)}`,hint:"",intro:1,hints:{torch:0,ward:0,crack:0,beast:0},flags:{idol:0,gold:mode=="greed",torch:mode=="heavy"?FUEL+8:0,ash:0,crown:0,key:0,mask:0,ward:mode=="warded"?4:0,relic:"",relicPlus:0},beast:{x:B0[0],y:B0[1]},drop:null,path:{pit:0,crack:0,drops:0,shrines:0,relics:0,shades:0,watchers:0,leeches:0,camps:0,levels:1,finale:0},camp:null,seen:{},end:"",finaleName:""} +} +function reset(fresh){ + if(fresh)openTitle() + else startRun(S&&S.mode||"standard",0) +} +openTitle() + +function enterLevel(next){ + const keep={torch:S.flags.torch,ash:S.flags.ash,mask:S.flags.mask,gold:S.flags.gold,ward:S.flags.ward,relic:S.flags.relic,relicPlus:S.flags.relicPlus} + const intro=S.intro,hints=S.hints + S.level=next + S.currentLevel=next + build(seed) + S.r="g";S.x=P.g[0];S.y=P.g[1];S.turn=0;S.crownTurn=-1;S.chase=0;S.dread=0 + S.flags={idol:0,gold:keep.gold,torch:keep.torch,ash:keep.ash,crown:0,key:0,mask:keep.mask,ward:next>=3?keep.ward:0,relic:keep.relic,relicPlus:keep.relicPlus} + S.beast={x:B0[0],y:B0[1]} + S.drop=null + S.path={pit:0,crack:0,drops:S.path.drops,shrines:S.path.shrines,relics:S.path.relics,shades:S.path.shades,watchers:S.path.watchers,leeches:S.path.leeches,camps:S.path.camps,levels:next,finale:S.path.finale} + S.intro=intro + S.hints=hints + S.hint="" + S.fx="shift" + setMsg(`Enter floor ${next}. Title: ${buildTitle()}. ${floorLine(next)}`) +} + +function startCamp(next){ + S.gameState="camp" + S.path.camps++ + S.camp={next,offer:campOffers(next)} + S.endTitle=`camp | floor ${S.level} cleared` + S.endLead=`Between floors, you can temper or trade your relic before Level ${next} (${LEVEL_ARCS[next]}).` + S.fx="shift" + saveGame() +} + +function saveGame(){ + if(S.gameState!="camp")return + try{localStorage.setItem("mrl_save",JSON.stringify({v:1,S}))}catch(e){} +} +function loadSave(){ + try{const raw=localStorage.getItem("mrl_save");return raw?JSON.parse(raw):null}catch(e){return null} +} +function clearSave(){ + try{localStorage.removeItem("mrl_save")}catch(e){} +} +function continueSave(){ + const save=loadSave() + if(!save)return + S=save.S + seed=S.seed + build(seed) + S.gameState="camp" + hasSave=!!loadSave() + render() +} + +function startFinale(){ + const keep={torch:S.flags.torch,ash:S.flags.ash,mask:S.flags.mask,gold:S.flags.gold,ward:S.flags.ward,relic:S.flags.relic,relicPlus:S.flags.relicPlus} + S.level=6 + S.currentLevel=6 + S.path.finale=1 + const fName=finaleName(),fOffset=FINALE_NAMES.indexOf(fName) + build(seed+909+fOffset*131) + S.gameState="play" + S.r="e";S.x=P.e[0];S.y=P.e[1];S.turn=0;S.crownTurn=0;S.chase=2;S.dread=0 + S.flags={idol:1,gold:keep.gold,torch:Math.max(keep.torch,4),ash:keep.ash,crown:1,key:1,mask:keep.mask,ward:Math.max(keep.ward,hasMod("grace")?10:8),relic:keep.relic,relicPlus:keep.relicPlus} + S.beast={x:B0[0],y:B0[1]} + S.drop=null + S.finaleName=fName + S.hint="" + S.fx="shift" + setMsg(`${fName}. Title: ${buildTitle()}. Carry the crown through the last warded gate.`) +} + +function startPostgame(){ + const keep={torch:S.flags.torch,ash:S.flags.ash,mask:S.flags.mask,gold:S.flags.gold,ward:S.flags.ward,relic:S.flags.relic,relicPlus:S.flags.relicPlus} + S.level=7 + S.currentLevel=7 + build(seed) + S.gameState="play" + S.r="g";S.x=P.g[0];S.y=P.g[1];S.turn=0;S.crownTurn=-1;S.chase=0;S.dread=0 + S.flags={idol:0,gold:keep.gold,torch:Math.max(keep.torch,4),ash:keep.ash,crown:0,key:0,mask:keep.mask,ward:keep.ward,relic:keep.relic,relicPlus:keep.relicPlus} + S.beast={x:B0[0],y:B0[1]} + S.drop=null + S.path={pit:0,crack:0,drops:S.path.drops,shrines:S.path.shrines,relics:S.path.relics,shades:S.path.shades,watchers:S.path.watchers,leeches:S.path.leeches,camps:S.path.camps,levels:7,finale:S.path.finale} + S.hint="" + S.fx="shift" + setMsg(`Enter floor 7. Title: ${buildTitle()}. ${floorLine(7)}`) +} + +function applyCampChoice(choice){ + if(!S.camp)return + if(choice=="1"){ + if(S.flags.relic)S.flags.relicPlus=Math.min(2,S.flags.relicPlus+1) + else S.flags.relic=S.camp.offer[0] + } + if(choice=="2")S.flags.relic=S.camp.offer[0],S.flags.relicPlus=0 + if(choice=="3")S.flags.relic=S.camp.offer[1],S.flags.relicPlus=0 + if(choice=="4"){ + S.flags.relic="" + S.flags.relicPlus=0 + S.flags.torch=Math.max(S.flags.torch,6) + S.flags.ward=Math.max(S.flags.ward,6) + } + S.gameState="play" + enterLevel(S.camp.next) + S.camp=null +} + +function base(x,y,r=S.r){return R[r].m[y][x]} +function overAt(r,x,y,t){return O[t].find(o=>o.on&&o.r==r&&o.x==x&&o.y==y)} +function roomKey(r=S.r){return `${S.level}:${r}`} +function sight(){ + if(!dark())return 99 + let v=S.flags.torch?5:S.flags.ward?4:S.flags.mask?3:2 + if(S.flags.relic=="ember")v++ + if(S.flags.relic=="wick")v++ + if(S.r=="e")v++ + return v +} +function visible(x,y,r=S.r){ + if(r!=S.r)return 0 + if(!dark(r))return 1 + return Math.abs(x-S.x)+Math.abs(y-S.y)<=sight() +} +function remember(){ + const k=roomKey() + S.seen[k]||(S.seen[k]={}) + for(let y=0;y<H;y++)for(let x=0;x<W;x++)if(visible(x,y))S.seen[k][`${x},${y}`]=1 +} +function seen(x,y,r=S.r){ + const k=`${S.level}:${r}` + return !!(S.seen[k]&&S.seen[k][`${x},${y}`]) +} +function tile(x,y,r=S.r){ + if(overAt(r,x,y,"blocks"))return "#" + if(S.drop&&S.drop.r==r&&S.drop.x==x&&S.drop.y==y&&S.drop.fuel)return "T" + if(overAt(r,x,y,"braziers"))return "F" + if(overAt(r,x,y,"shrines"))return "S" + if(overAt(r,x,y,"relics"))return "r" + if(overAt(r,x,y,"effigies"))return "r" + if(overAt(r,x,y,"shades"))return "n" + if(overAt(r,x,y,"watchers"))return "q" + if(overAt(r,x,y,"leeches"))return "l" + if(overAt(r,x,y,"curses"))return "z" + if(r=="b"&&S.flags.mask&&x==4&&y==2)return "." + if(r=="b"&&S.flags.torch&&x==5&&y==2)return "." + return base(x,y,r) +} +function setMsg(msg){S.msg=msg} +function die(msg,cause=msg){S.alive=0;S.gameState="dead";S.deathCause=cause;S.endTitle="dead";S.endLead=msg;S.fx="hit";setMsg(msg);S.end=summary();clearSave();hasSave=!1} +function win(){S.win=1;S.gameState="win";S.endTitle="dawn";S.endLead="You escape alive.";S.fx="win";setMsg("Dawn spills through the gate. You escape alive.");S.end=summary();clearSave();hasSave=!1} +function sign(n){return n<0?-1:n>0?1:0} +function dist(ax,ay,bx,by){return Math.abs(ax-bx)+Math.abs(ay-by)} +function dark(r=S.r){return LEVELS[S.level].dark.includes(r)} +function carriedFire(){return S.flags.torch&&!S.flags.mask} +function fire(){return carriedFire()||(S.drop&&S.drop.r=="e"&&S.drop.fuel)} + +function runStyle(){ + const route=S.path.pit>S.path.crack?"pit":S.path.crack>S.path.pit?"crack":"mixed" + let style="pilgrim" + if(S.flags.relic=="ember")style="ember runner" + else if(S.flags.relic=="tooth")style="greed runner" + else if(S.flags.relic=="hush")style="hush walker" + else if(S.flags.relic=="eye")style="idol sworn" + else if(S.flags.relic=="brand")style="shade breaker" + else if(S.flags.relic=="wick")style="longflame scout" + else if(S.flags.relic=="chain")style="ward binder" + else if(S.flags.relic=="veil")style="veiled diver" + else if(S.flags.relic=="greave")style="pit runner" + else if(S.flags.relic=="lure")style="beast angler" + else if(S.flags.relic=="salt")style="salt walker" + else if(S.flags.relic=="ash")style="brazier feeder" + else if(S.path.shrines)style="ward bearer" + else if(S.flags.mask&&route=="crack")style="mask runner" + else if(S.path.drops)style="torch tamer" + else if(S.flags.gold)style="gold bearer" + else if(route=="pit")style="warded crawl" + return {route,style} +} + +function roomMsg(r=S.r){ + if(r=="g")return S.flags.crown&&S.flags.key?(S.level==1?"The gate shudders instead of opening. Something deeper calls you on.":S.level<5?"The gate yields, but the campaign is not done with you yet.":S.level==5?"The gate opens onto the final road.": "The last gate waits. Only what survives the shrines goes home."):(S.level==1?"The broken gate yawns behind you. Bones left, beast right, ruin below.":S.level==2?"The gate is still shut. The deeper ruin waits below.":S.level==3?"The gate is quiet, but the shrines are not.":S.level==4?"The hunt floor waits below the gate, listening.":S.level==5?"The hollow floor waits below the gate, hungry for what remains.":"The final gate is quiet. Shrines and hunger ring it like judges.") + if(r=="b")return S.flags.torch?(S.level==1?"The bone room is dim now, only soot and old footprints.":S.level==2?"The bones are freshened by newer ash. Even the dead have been disturbed.":"The bones are carved with ward-scratches. Someone learned too late."):(S.level==1?"A torch and a funeral mask wait among the bones.":S.level==2?"A torch and a funeral mask wait among the bones, as if placed for your return.":"A torch, a mask, and an old shrine wait among the bones.") + if(r=="e"){ + const b=beastState() + if(b=="calm")return carriedFire()?`Your torch keeps the beast at bay for now. ${enemyNote("beast")}`:`A one-eyed beast prowls here. Every step draws it closer. ${enemyNote("beast")}` + if(b=="alert")return S.flags.gold?`The beast is quickened by gold, but fire still buys you time. ${enemyNote("beast")}`:`The beast has your scent now. Fire buys you time, not safety. ${enemyNote("beast")}` + return "The beast is enraged. There is an opening, but no mercy." + } + if(r=="h")return S.level==1?"A long hall divides the ruin: pit left supports control; crack right rewards speed.":S.level==2?"The hall is tighter now. Every branch feels one step closer to the beast.":S.level==3?"The hall is strung with ward-shrines. Blessing and danger live in the same stone.":S.level==4?"The hall is full of watchers. Noise becomes pursuit here.":"The hall is bare and hollow. Every route feels like the wrong one." + if(r=="p")return carriedFire()?(S.level==1?"Torchlight steadies the pit's edge.":S.level==2?"Torchlight finds only slivers of safe stone over the pit.":S.level==3?"Wardlight softens the pit, but it drinks your flame.":S.level==4?"Torchlight catches every false edge in the hunt pit.":"The pit remembers every step. Safe footing is never free."):S.level==1?"The pit is blind and wide. Stay to the wall.":S.level==2?"The pit feels hungrier now. The dark is close on every side.":S.level==3?"The pit answers shrines, not fear. Empty hands are still not enough.":S.level==4?"The pit keeps no safe secrets once the flame is gone.":"The pit is the hollow floor's oldest lie." + if(r=="i")return S.flags.mask?(S.level==1?"The idol does not care for your mask, only your bow.":S.level==2?"The idol has learned your face beneath the mask. Bow anyway.":S.level==3?"The idol and the shrine answer each other. Even masked, you must bow.":"The idol sees through every build you've made. Bow anyway."):(S.level==1?"The idol waits in gold. Bow before you claim what it guards.":S.level==2?"The idol waits in harsher silence. Bow before you claim what it guards.":S.level==3?"The idol can steady a ward, but the crown will try to break it.":"The idol is colder now. Every blessing here feels conditional.") + if(r=="c")return S.flags.mask?(S.level==1?"The mask lets you slip the crack with more than bone and breath.":S.level==2?"The mask lets you slip the crack, but the stone still wants your flame.":S.level==3?"A live ward can force the crack open, but it will cost you.":"The crack listens for weakness. A mask only fools part of it."):(S.level==1?"The crack is narrow and mean. Quick to cross, but it steals flame.":S.level==2?"The crack runs longer now: quick, cruel, and eager to waste your time.":S.level==3?"The crack can be bought with ward or paid for with your body.":"The crack is now a wager: speed against whatever fire you still have.") + if(r=="v")return S.flags.crown?(S.level==1?"The vault is emptying into chaos. Take the key and flee.":S.level==2?"The vault is tighter, meaner, and already waking the beast.":S.level==3?"The vault hums against your ward. Take the key and run before the blessing breaks.":S.level==4?"The vault is alive with watchers. The theft is the easy part.":"The final vault sheds every comfort. Take the key and survive the reckoning."):(S.level==1?"In the vault, the crown gleams beside a small iron key.":S.level==2?"The same crown waits again, but the ruin holds it with a tighter grip.":S.level==3?"The crown waits beside old shrine-scratches. Someone once tried to survive this place.":S.level==4?"The crown waits in a vault built to wake pursuit.":"The crown waits at the bottom of the hollow run, brighter than mercy.") + return "You are dead. Press r to begin again." +} + +function inv(){ + const f=S.flags + return [ + "inventory", + statRow("torch",f.torch?f.torch:f.ash?"burnt":"-"), + statRow("ward",f.ward||"-"), + statRow("relic",f.relic?RELICS[f.relic].label+(f.relicPlus?` +${f.relicPlus}`:""):"-"), + statRow("mask",boolMark(f.mask)), + statRow("idol",boolMark(f.idol)), + statRow("crown",boolMark(f.crown)), + statRow("key",boolMark(f.key)), + statRow("gold",boolMark(f.gold)) + ].join("\n") +} + +function summary(){ + const z=runStyle() + const build=S.flags.relic?S.flags.relic:S.flags.mask?"mask":S.path.shrines?"ward":S.flags.gold?"gold":"plain" + return `seed ${S.seed.toString(36)} | level ${S.level} | arc ${LEVEL_ARCS[S.level]} | turns ${S.turn} | route ${z.route} | style ${z.style} | build ${build} | mods ${modSummary()} | torch ${S.flags.torch||0} | ward ${S.flags.ward||0} | gold ${S.flags.gold?"yes":"no"} | bowed ${S.flags.idol?"yes":"no"} | mask ${S.flags.mask?"yes":"no"} | relic ${S.flags.relic||"none"}${S.flags.relicPlus?`+${S.flags.relicPlus}`:""} | camps ${S.path.camps} | drops ${S.path.drops} | shrines ${S.path.shrines} | shades ${S.path.shades} | watchers ${S.path.watchers} | leeches ${S.path.leeches} | finale ${S.path.finale?"yes":"no"} | beast ${beastState()}` +} + +function endIdentity(){ + const z=runStyle() + return `${z.style} | ${z.route} route` +} + +function endStats(){ + const z=runStyle() + const build=S.flags.relic?`${RELICS[S.flags.relic].name}${S.flags.relicPlus?` +${S.flags.relicPlus}`:""}`:S.flags.mask?"funeral mask":S.path.shrines?"warded":"plain" + const encounters=[ + S.path.shades?`shades ${S.path.shades}`:"", + S.path.watchers?`watchers ${S.path.watchers}`:"", + S.path.leeches?`leeches ${S.path.leeches}`:"", + S.path.drops?`drops ${S.path.drops}`:"", + S.path.shrines?`shrines ${S.path.shrines}`:"", + S.path.camps?`camps ${S.path.camps}`:"", + S.path.finale?`finale yes`:"" + ].filter(Boolean) + const lines=[ + "run", + "------", + `seed ${S.seed.toString(36)}`, + `level ${S.level} (${LEVEL_ARCS[S.level]})`, + `mode ${MODES[S.mode||"standard"].label}`, + `turns ${S.turn}`, + `style ${endIdentity()}`, + "", + "build", + "------", + `relic ${build}`, + `mods ${modSummary()}`, + `route ${z.route}`, + "", + "state", + "------", + `torch ${S.flags.torch||0}${S.flags.ash&&!S.flags.torch?" (burnt)":""}`, + `ward ${S.flags.ward||0}`, + `gold ${S.flags.gold?"yes":"no"}`, + `bowed ${S.flags.idol?"yes":"no"}`, + `mask ${S.flags.mask?"yes":"no"}`, + `beast ${beastState()}` + ] + if(encounters.length)lines.push("","encounters","----------",...encounters) + return lines.join("\n") +} + +function sidePanel(){ + const z=runStyle() + const th=FLOOR_THEMES[S.level] + return `${inv()}\n\nrun\n${statRow("title",buildTitle())}\n${statRow("route",z.route)}\n${statRow("style",z.style)}\n${statRow("floor",`${S.level} ${th.name}`)}\n${statRow("mood",th.tag)}\n${statRow("mode",MODES[S.mode||"standard"].label)}\n${statRow("mods",modSummary())}\n${statRow("turns",S.turn)}\n${statRow("beast",beastState())}` +} + +function frame(lines,w=31){ + const body=lines.map(line=>{ + const s=(line||"").slice(0,w) + return `| ${s}${" ".repeat(w-s.length)} |` + }) + return [`+${"-".repeat(w+2)}+`,...body,`+${"-".repeat(w+2)}+`].join("\n") +} +function floorTheme(level=S.level){return FLOOR_THEMES[level]||FLOOR_THEMES[1]} +function tileGlyph(t,x,y,vis){ + if(vis&&x==S.x&&y==S.y)return "@" + if(vis&&S.r=="e"&&x==S.beast.x&&y==S.beast.y)return "B" + if(!vis&&t=="r")return "*" + if(!vis&&".#".includes(t))return t=="#"?"#":"." + return t=="."?".":t=="#"?"":t=="O"?"o":t=="r"?"*":t=="z"?"^":t=="x"?"!":t=="n"?"~":t=="q"?"Q":t=="l"?"j":t=="S"?"Y":t=="F"?"&":t=="T"?"t":t=="g"?"$":t=="M"?"m":t +} +function fogClass(x,y,vis,mem){ + if(!vis&&!mem)return "u" + if(!vis)return "m fog3" + const d=Math.abs(x-S.x)+Math.abs(y-S.y),s=sight() + return d<=Math.max(1,s-2)?"v fog1":d<=Math.max(2,s-1)?"v mid fog2":"v far fog3" +} +function splash(title,sub,lines,footer){ + return frame([title,"",sub,...lines,"",footer].filter(v=>v!==undefined),31) +} + +function variantSummary(){ + return `hall ${V.hall} | pit ${V.pit} | idol ${V.idol} | crack ${V.crack} | beast ${V.beast} | escape ${V.escape} | mods ${S.mods.join("/")}` +} + +function escapeSolve(level=S.level,escapeIdx=V.escape,beastIdx=V.beast,torch=6){ + const map=LEVELS[level].escapes[escapeIdx],start=P.e,beast=LEVELS[level].beasts[beastIdx],q=[[{x:start[0],y:start[1],bx:beast[0],by:beast[1],torch,chase:0,ward:level==3?8:0},""]],seen=new Set() + while(q.length){ + const [s,path]=q.shift(),k=[s.x,s.y,s.bx,s.by,s.torch,s.chase,s.ward].join() + if(seen.has(k))continue + seen.add(k) + for(const [dx,dy,ch] of [[1,0,"R"],[-1,0,"L"],[0,1,"D"],[0,-1,"U"]]){ + const nx=s.x+dx,ny=s.y+dy,t=map[ny]&&map[ny][nx] + if(!t||t=="#")continue + if(t==">")return path+ch + let x=nx,y=ny,bx=s.bx,by=s.by,chase=s.chase,lit=s.torch>0,ward=s.ward + let left=Math.max(0,s.torch-((level==2||level==4||level==5)?2:1)) + if(level>=3&&ward)left=Math.max(0,left-1) + let state=level>=6&&((!lit&&!ward)||chase>4)?"enraged":level>=6?"alert":level==5&&(!lit||chase>3)?"enraged":level==5?"alert":level==4&&(!lit||chase>4)?"enraged":level==4?"alert":level==3&&ward?"alert":level==2&&(!lit||chase>5)?"enraged":level==2?"alert":left?"alert":"enraged" + if(state=="alert"&&left&&!(chase++%2)){q.push([{x,y,bx,by,torch:left,chase,ward},path+ch]);continue} + for(let i=0;i<(state=="enraged"?2:1);i++){ + if(Math.abs(x-bx)+Math.abs(y-by)<=1){bx=-1;break} + const ddx=x-bx,ddy=y-by,ax=Math.abs(ddx),ay=Math.abs(ddy) + let tries=ax>=ay?[[sign(ddx),0],[0,sign(ddy)]]:[[0,sign(ddy)],[sign(ddx),0]] + if(tries[0][0]||tries[0][1]){ + const a=tries[0],b=tries[1] + const ca=cover(bx+a[0],by+a[1]),cb=cover(bx+b[0],by+b[1]) + if(cb>ca)tries=[b,a] + } + for(const [mx,my] of tries){ + const tx=bx+mx,ty=by+my + if((mx||my)&&map[ty]&&map[ty][tx]!="#"){bx=tx;by=ty;break} + } + if(Math.abs(x-bx)+Math.abs(y-by)<=1){bx=-1;break} + } + if(bx>=0)q.push([{x,y,bx,by,torch:left,chase,ward},path+ch]) + } + } + return "" +} + +function validateSeeds(n=24){ + const keep=S + let bad=0,msg=[] + for(const level of [2,3,4,5,6])for(let i=0;i<n;i++){ + const t={level,mods:keep.mods||pickMods(seed+i)} + S=t;build(seed+i) + const path=escapeSolve(level,V.escape,V.beast,level>=3?8:6) + if(!path){bad++;if(msg.length<6)msg.push(`l${level}:${(seed+i).toString(36)} e${V.escape} b${V.beast}`)} + } + S=keep + build(seed) + return `check ${n} seeds | ${bad?"bad "+bad+" "+msg.join(", "):"all clear"}` +} + +function dropTorch(){ + S.hint="" + if(S.flags.torch){ + S.drop={r:S.r,x:S.x,y:S.y,fuel:S.flags.torch} + S.flags.torch=0 + S.flags.ash=0 + S.path.drops++ + return setMsg("Set down the torch.") + } + if(S.drop&&S.drop.r==S.r&&S.drop.x==S.x&&S.drop.y==S.y&&S.drop.fuel){ + S.flags.torch=S.drop.fuel + S.drop=null + return setMsg("Recover the torch.") + } +} + +function beastState(){ + if(hasMod("wake")&&S.r=="e"&&S.level<4)return "alert" + if(S.level==6&&S.r=="e"&&((!S.flags.ward&&!fire())||S.chase>4))return "enraged" + if(S.level==6&&S.r=="e")return "alert" + if(S.level==5&&S.r=="e"&&(!fire()||S.chase>3||S.path.shades>2))return "enraged" + if(S.level==5&&S.r=="e")return "alert" + if(S.level==4&&S.r=="e"&&(!fire()||S.chase>4||S.path.shades>1))return "enraged" + if(S.level==4&&S.r=="e")return "alert" + if(S.level==3&&S.flags.ward&&S.r=="e")return "alert" + if(S.level==3&&S.flags.ward&&S.flags.crown)return "alert" + if(S.flags.relic=="tooth"&&S.r=="e"&&S.chase>3)return "enraged" + if(S.level==2&&S.r=="e"&&(!fire()||S.chase>5))return "enraged" + if(S.level==2&&(S.r=="e"||S.flags.gold||S.flags.crown))return "alert" + if(S.flags.crown&&!fire())return "enraged" + if(S.flags.crown&&S.r=="e"&&S.chase>8)return "enraged" + if(S.flags.crown||S.flags.gold)return "alert" + return "calm" +} + +function cover(x,y){ + let n=0 + for(const d of [[1,0],[-1,0],[0,1],[0,-1]])if(tile(x+d[0],y+d[1],"e")=="#")n++ + return n +} + +function beastTurn(){ + if(S.r!="e"||!S.alive||S.win)return + const s=beastState() + if(s=="calm"&&fire())return + if(s=="alert"&&carriedFire()&&S.flags.relic!="hush"&&S.flags.relic!="lure"&&!(S.chase++%2))return + const lure=S.drop&&S.drop.r=="e"&&S.drop.fuel&&S.flags.relic!="ember"||S.flags.relic=="lure"&&S.drop&&S.drop.r=="e"&&S.drop.fuel + const tx=lure?S.drop.x:S.x,ty=lure?S.drop.y:S.y + const radius=s=="calm"?BEAST_CALM_RADIUS:99 + const speed=s=="enraged"?BEAST_ENRAGED_SPEED:1 + if(dist(S.x,S.y,S.beast.x,S.beast.y)<=1)return die("The beast is on you before you can breathe.") + if(dist(tx,ty,S.beast.x,S.beast.y)>radius)return + const bx=S.beast.x,by=S.beast.y + for(let i=0;i<speed;i++){ + const dx=tx-S.beast.x,dy=ty-S.beast.y,ax=Math.abs(dx),ay=Math.abs(dy) + let tries=ax>=ay?[[sign(dx),0],[0,sign(dy)]]:[[0,sign(dy)],[sign(dx),0]] + if(tries[0][0]||tries[0][1]){ + const a=tries[0],b=tries[1] + const ca=cover(S.beast.x+a[0],S.beast.y+a[1]),cb=cover(S.beast.x+b[0],S.beast.y+b[1]) + if((s=="alert"||s=="enraged")&&cb>ca)tries=[b,a] + } + for(const [mx,my] of tries){ + const nx=S.beast.x+mx,ny=S.beast.y+my + if((mx||my)&&tile(nx,ny,"e")!="#"){S.beast.x=nx;S.beast.y=ny;break} + } + if(lure&&S.beast.x==S.drop.x&&S.beast.y==S.drop.y){S.drop.fuel=0;setMsg("Beast stamps out the torch.");break} + if(dist(S.x,S.y,S.beast.x,S.beast.y)<=1)return die("The beast tears you open.") + } + if(bx!=S.beast.x||by!=S.beast.y)S.fx="beast" +} + +function burnTorch(){ + if(!S.alive||S.win||!dark())return + if(S.flags.torch){ + let drain=(S.level==2||S.level>=4)&&"ec".includes(S.r)?TORCH_DRAIN_HAZARD:TORCH_DRAIN_BASE + if(S.level>=3&&S.flags.ward)drain++ + if(hasMod("thin"))drain++ + if(S.flags.relic=="wick")drain++ + if(S.flags.relic=="ember")drain=Math.max(1,drain-1) + if(S.flags.relic=="eye"&&S.flags.crown)drain++ + if(S.flags.relicPlus&&S.flags.relic=="ember")drain=Math.max(1,drain-S.flags.relicPlus) + if(!S.flags.gold||S.flags.relic=="chain"||S.turn%2){ + S.flags.torch=Math.max(0,S.flags.torch-drain) + if(!S.flags.torch){S.flags.ash=1;if(!S.msg)setMsg("Torch gutters out.")} + } + } + if(S.drop&&S.drop.r==S.r&&S.drop.fuel){ + let dropDrain=1 + if(S.flags.relic=="wick")dropDrain=0 + S.drop.fuel=Math.max(0,S.drop.fuel-dropDrain) + if(!S.drop.fuel&&!S.msg)setMsg("Dropped torch gutters out.") + } +} + +function shadow(){ + if(S.r=="e")return 0 + if(S.level>=3&&S.flags.ward){ + const wardLoss=hasMod("grace")||S.flags.relic=="chain"?0:1 + if(wardLoss)loseWard(wardLoss) + if(S.dread)S.dread-- + return 0 + } + if(S.flags.relic=="hush"){if(S.dread)S.dread--;return 0} + if(S.flags.mask){if(S.dread)S.dread--;return 0} + if(dark()&&!S.flags.torch){ + if(S.dread<(S.level==2?8:6))S.dread++ + if(S.dread>(hasMod("gloom")?1:S.level==2?2:3)&&((S.turn+seed)&(hasMod("gloom")?1:S.level==2?2:3))==0)return 1 + }else if(S.dread)S.dread-- + return 0 +} + +function enter(r,x=P[r][0],y=P[r][1],msg){ + S.hint="" + S.r=r;S.x=x;S.y=y + if(r=="e"){S.chase=0;if(S.flags.crown)S.beast={x:B0[0],y:B0[1]}} + if(r=="p")S.path.pit++ + if(r=="c")S.path.crack++ + if(r=="d")return die("The black arch keeps its promise.") + if(r=="e"&&dist(S.x,S.y,S.beast.x,S.beast.y)<=1)return die("The beast is on you before you can breathe.") + if(r=="c"&&S.flags.gold&&!S.flags.mask&&S.flags.relic!="tooth"){ + if(S.level>=3&&S.flags.ward){loseWard(S.flags.relic=="greave"?4:3);msg="Ward parts the crack; the blessing thins."} + else return die("Weighted by treasure, you wedge fast in the crack.") + } + if(r=="c"&&S.flags.torch&&!(S.flags.relic=="veil"&&S.flags.mask)){ + S.flags.torch=Math.max(0,S.flags.torch-(S.flags.relic=="greave"?2:S.flags.relic=="wick"?0:S.flags.torch)) + S.flags.ash=!S.flags.torch?1:S.flags.ash + msg=S.flags.torch?"Crack strips the torch.":"Crack snuffs the torch." + } + if(r=="g"&&S.flags.crown&&S.flags.key){ + if(S.level<5)return startCamp(S.level+1) + if(S.level==5)return startFinale() + return win() + } + if(r=="b"&&!S.flags.torch)showHint("torch") + if(r=="c")showHint("crack") + if(r=="e")showHint("beast") + setMsg(msg||roomMsg(r)) +} + +function pitSafe(x,y){ + if(S.flags.relic=="greave")return 1 + if(S.mode=="swift")return 1 + if(S.flags.torch)return 1 + for(const d of [[1,0],[-1,0],[0,1],[0,-1]])if(tile(x+d[0],y+d[1])=="#")return 1 + return 0 +} + +function touch(t,x,y){ + if(t=="O"&&!pitSafe(x,y))return die("You step into the dark and do not find the edge.") + if(S.r=="e"&&x==S.beast.x&&y==S.beast.y)return die("The beast tears you open.") + if(S.drop&&S.drop.r==S.r&&S.drop.x==x&&S.drop.y==y&&S.drop.fuel){S.flags.torch=S.drop.fuel;S.drop=null;S.flags.ash=0;return setMsg("Recover the torch.")} + if(t=="T"&&!S.flags.torch){S.flags.torch=FUEL;S.flags.ash=0;showHint("torch");setMsg("Take the torch.")} + if(t=="M"&&!S.flags.mask){S.flags.mask=1;setMsg("Take the funeral mask. Dark eases, but flame stops slowing the beast.")} + if(t=="S"){ + const wardBase=S.level>=3?8:4 + const wardGain=(hasMod("grace")?2:0)+(S.flags.relic=="eye"?1:0)+(S.flags.relic=="chain"?2+S.flags.relicPlus:0)-(S.flags.relic=="veil") + S.flags.ward=Math.max(S.flags.ward,wardBase+wardGain) + if(S.flags.relic=="ash"&&S.flags.torch){S.flags.torch=Math.max(0,S.flags.torch-1);if(!S.flags.torch)S.flags.ash=1} + S.path.shrines++ + showHint("ward") + setMsg(S.level>=3?"Raise a ward. Flame will feed it.":"Raise a ward. It will hold for a while.") + } + if(t=="r"){ + const eff=overAt(S.r,x,y,"effigies") + if(eff){eff.on=0;return die("The second relic was never real. Poison closes your throat.")} + const o=overAt(S.r,x,y,"relics") + if(o){ + S.flags.relic=o.id;S.flags.relicPlus=0;S.path.relics++;o.on=0;S.fx="relic" + setMsg(`Claim ${RELICS[o.id].name}. Gain ${RELICS[o.id].up}; lose ${RELICS[o.id].down}.${S.path.relics==1?` Title: ${buildTitle()}.`:""}`) + } + } + if(t=="F"){ + const cap=FUEL+(S.flags.relic=="wick"?4:0) + const fill=S.flags.relic=="ash"?10:S.flags.relic=="wick"?8:6 + const gain=S.flags.relic=="ash"?6:4 + if(S.flags.ash||!S.flags.torch){S.flags.torch=fill;S.flags.ash=0;setMsg("Light the torch from the brazier.")} + else if(S.flags.torch<cap+(S.flags.relic=="ash"?2:0)){S.flags.torch=Math.min(cap+(S.flags.relic=="ash"?2:0),S.flags.torch+gain);setMsg("Feed the torch at the brazier.")} + else setMsg("Leave the brazier. The torch is full.") + } + if(t=="x"){S.fx="hit";setMsg("Trigger the crack underfoot.");burnTorch();beastTurn();if(!S.alive)return} + if(t=="z"){ + S.dread=Math.min(8,S.dread+(S.flags.relic=="brand"?3:S.flags.relic=="salt"?1:2)) + if(S.flags.ward)loseWard(1) + if(S.flags.torch&&S.flags.relic=="brand"){S.flags.torch=Math.max(0,S.flags.torch-1);if(!S.flags.torch)S.flags.ash=1} + S.fx="hit" + setMsg("Wake the curse. Dread rises.") + } + if(t=="n"){ + const o=overAt(S.r,x,y,"shades") + if(o)o.on=0 + S.path.shades++ + if(S.flags.relic=="brand"){S.flags.ward=Math.min(9,S.flags.ward+2);setMsg("Break the shade and steal its spite.");return} + S.dread=Math.min(8,S.dread+2) + if(S.flags.torch){S.flags.torch=Math.max(0,S.flags.torch-(S.flags.relic=="salt"?3:2));if(!S.flags.torch)S.flags.ash=1} + if(S.r=="e")S.chase+=2 + S.fx="hit" + setMsg("Take the shade's chill. Beast pressure rises.") + } + if(t=="q"){ + const o=overAt(S.r,x,y,"watchers") + if(o)o.on=0 + S.path.watchers++ + S.dread=Math.min(8,S.dread+(S.flags.relic=="salt"?0:1)) + S.chase+=S.level>=4?3:2 + if(S.flags.torch&&S.flags.relic!="salt"){S.flags.torch=Math.max(0,S.flags.torch-1);if(!S.flags.torch)S.flags.ash=1} + S.fx="hit" + setMsg("Wake a watcher. Beast pressure rises.") + } + if(t=="l"){ + const o=overAt(S.r,x,y,"leeches") + if(o)o.on=0 + S.path.leeches++ + if(S.flags.ward)loseWard(S.flags.relic=="chain"?1:2) + if(S.flags.torch){S.flags.torch=Math.max(0,S.flags.torch-1);if(!S.flags.torch)S.flags.ash=1} + if(S.flags.gold)S.dread=Math.min(8,S.dread+1) + S.fx="hit" + setMsg("Feed the leech ward and flame.") + } + if((S.r=="i"&&!S.flags.idol&&(t=="I"||t=="g"||t=="S"))||(S.flags.relic=="eye"&&S.r=="i"&&!S.flags.idol)){S.flags.idol=1;if(S.level==3&&S.flags.ward)S.flags.ward=Math.min(9,S.flags.ward+2);setMsg("Bow to the idol.")} + if(t=="g"){S.flags.gold=1;if(!S.msg)setMsg("Take the gold. Beast pressure rises.")} + if(t=="C"){ + if(!S.flags.idol)return die("You reach for the crown unbowed. The idol judges you.") + S.flags.crown=1 + S.flags.gold=1 + if(S.level==3&&S.flags.ward)loseWard(2) + if(S.flags.relic=="eye"){S.flags.torch=Math.max(0,S.flags.torch-3);if(!S.flags.torch)S.flags.ash=1} + S.crownTurn=S.turn + S.fx="hit" + setMsg("Lift the crown. The ruin wakes hungry.") + } + if(t=="K"&&!S.flags.key){S.flags.key=1;setMsg(S.flags.crown?"Take the key. Run for the gate.":"Take the key. The crown still waits.")} +} + +function step(dx,dy){ + if(S.gameState!="play")return + S.msg="";S.hint="" + const px=S.x,py=S.y + const nx=S.x+dx,ny=S.y+dy,t=tile(nx,ny) + if(t=="#")return setMsg(roomMsg()) + S.turn++ + if(shadow()){setMsg("Darkness twists the room around you.");burnTorch();beastTurn();return} + const ex=R[S.r].ex[t] + if(ex){ + if(S.r=="e"&&nx==S.beast.x&&ny==S.beast.y)return die("The beast tears you open.") + burnTorch();return enter(ex) + } + S.x=nx;S.y=ny + if(px!=S.x||py!=S.y){S.fx="move";S.intro=0} + touch(t,nx,ny) + if(!S.alive||S.win)return + burnTorch() + beastTurn() + if(!S.alive||S.win)return + if(!S.msg)setMsg(roomMsg()) +} + +function wait(){ + if(S.gameState!="play")return + S.hint="" + S.turn++ + S.fx="" + if(shadow())S.msg="Freeze as dark closes in." + else S.msg="Wait one breath." + burnTorch() + beastTurn() + if(!S.alive||S.win)return +} + +function jumpLevel(level=2){ + startRun(S&&S.mode||"standard",0) + while(S.level<level)enterLevel(S.level+1) + render() +} + +function key(e){ + if(e.key=="m"){muted=!muted;render();return} + if(S.gameState=="win"&&(e.key=="p"||e.key=="7")){startPostgame();render();return} + if(S.gameState=="title"){ + if("12345678".includes(e.key)){startRun(MODE_IDS[+e.key-1],1);render();return} + if(e.key=="r"){startRun("standard",1);render();return} + if(e.key=="c"&&hasSave){continueSave();return} + } + if(e.key=="r"){reset(1);render();return} + if(e.key=="R"){startRun(S&&S.mode||"standard",0);render();return} + if(e.key=="v"){DBG.show=!DBG.show;render();return} + if(e.key=="V"){DBG.out=validateSeeds();render();return} + if(e.key=="j"){jumpLevel(2);return} + if(e.key=="J"){jumpLevel(3);return} + if(e.key=="k"){jumpLevel(4);return} + if(e.key=="K"){jumpLevel(5);return} + if(S.gameState=="camp"){ + if("1234".includes(e.key))applyCampChoice(e.key) + render() + return + } + if(S.gameState!="play"){render();return} + if(e.key=="n"){reset(1);render();return} + if(e.key=="t"){dropTorch();render();return} + if(e.key=="ArrowUp"||e.key=="w")step(0,-1) + if(e.key=="ArrowDown"||e.key=="s")step(0,1) + if(e.key=="ArrowLeft"||e.key=="a")step(-1,0) + if(e.key=="ArrowRight"||e.key=="d")step(1,0) + if(e.key==" "||e.key==".")wait() + render() +} +addEventListener("keydown",key) +D.onclick=e=>{const k=e.target.dataset.k;if(k)key({key:k})} +X.onclick=()=>{reset(1);render()} + +function draw(x,y){ + const vis=visible(x,y),mem=seen(x,y) + if(!vis&&!mem)return "" + const t=tile(x,y) + return tileGlyph(t,x,y,vis) +} + +function cls(x,y){ + const vis=visible(x,y),mem=seen(x,y) + if(!vis&&!mem)return "u" + if(vis&&x==S.x&&y==S.y)return `p ${fogClass(x,y,vis,mem)} ${S.fx=="move"?"pm":""} ${S.flags.ward&&S.flags.ward<4?"warded":""}`.trim() + if(vis&&S.r=="e"&&x==S.beast.x&&y==S.beast.y)return `B ${fogClass(x,y,vis,mem)} ${S.fx=="beast"?"bm":""} ${beastState()}`.trim() + const t=tile(x,y),state=fogClass(x,y,vis,mem),near=S.flags.ward&&vis&&Math.abs(x-S.x)+Math.abs(y-S.y)<=1,kind=t=="#"?"w":t=="O"?"o":t=="."?"f":t==">"?"i":t + return `${kind} ${state} ${"Ozxnql".includes(t)?"haz":""} ${t=="T"?"drop":""} ${t=="S"||near?"warded":""} ${t=="S"&&S.flags.ward&&S.flags.ward<4?"stress":""}`.trim() +} + +function render(){ + U.className=S.gameState + SEl.dataset.state=S.gameState + SEl.dataset.floor=S.level||1 + SEl.dataset.mode=S.mode||"standard" + if(S.gameState=="title"){ + delete G.dataset.intro + U.innerHTML=`1MB ROGUELIKE<small>single-file campaign | minimalist descent</small>` + I.textContent=`modes\n1 standard ${MODES.standard.desc}\n2 iron ${MODES.iron.desc}\n3 greed ${MODES.greed.desc}\n4 dark ${MODES.dark.desc}\n5 daily ${MODES.daily.desc}\n6 heavy ${MODES.heavy.desc}\n7 swift ${MODES.swift.desc}\n8 warded ${MODES.warded.desc}\n\nkeys\n1-8 begin\nr quick run${hasSave?"\nc continue saved run":""}\nm mute sound\n\nglyphs\n@ you B beast * relic\nY shrine & brazier t torch\n! crack ^ curse Q watcher\nj leech $ gold > gate` + L.textContent=`Pick a mode, then descend. Flame buys time; wards buy mistakes.${hasSave?" A saved run is waiting — press c to continue.":""}` + X.textContent="start standard" + X.onclick=()=>{startRun("standard",1);render()} + X.hidden=false + G.className="splash shift" + G.textContent=splash("1MB ROGUELIKE","single-file campaign",[ + "descend through six authored floors", + "carry light, ward, and stolen momentum", + "every room is text, timing, and pressure" + ],"press 1-5 or use the button below") + return + } + if(S.gameState=="camp"){ + delete G.dataset.intro + const next=floorTheme(S.camp.next) + U.innerHTML=`CAMP<small>${buildTitle()} | floor ${S.level} to ${S.camp.next} | ${next.tag}</small>` + X.textContent="restart" + X.onclick=()=>{reset(1);render()} + I.textContent=`camp\n${statRow("title",buildTitle())}\n${statRow("next",`floor ${S.camp.next} ${next.name}`)}\n${statRow("accent",next.accent)}\n${statRow("fog",next.fog)}\n${statRow("mods",modSummary())}\n${statRow("relic",S.flags.relic?RELICS[S.flags.relic].name+(S.flags.relicPlus?` +${S.flags.relicPlus}`:""):"none")}\n\n1 temper current\n2 take ${RELICS[S.camp.offer[0]].label}\n3 take ${RELICS[S.camp.offer[1]].label}\n4 sacrifice` + L.textContent=`${S.endLead}\nTitle: ${buildTitle()}. Temper for consistency, trade for a pivot, or sacrifice for supplies.` + X.hidden=false + G.className="splash shift" + G.textContent=splash("CAMP","the ruin loosens its grip for one room",[ + `next floor: ${S.camp.next} ${next.name}`, + `title : ${buildTitle()}`, + `accent : ${next.accent}`, + `fog : ${next.fog}`, + `offer : ${RELICS[S.camp.offer[0]].name}`, + `offer : ${RELICS[S.camp.offer[1]].name}` + ],"press 1-4 to choose") + return + } + if(S.gameState=="play"){ + remember() + const th=floorTheme() + U.innerHTML=`floor ${S.level} | ${th.name}<small>${buildTitle()} | ${th.tag} | ${th.accent} | ${MODES[S.mode||"standard"].label} | seed ${S.seed.toString(36)}</small>` + I.textContent=sidePanel()+(DBG.show?`\n\ndebug\n${variantSummary()}\nsolve : ${escapeSolve(S.level,V.escape,V.beast,S.level>=3?8:6)?"ok":"fail"}${DBG.out?`\ncheck : ${DBG.out}`:""}\nkeys : v V R j J k K`:"") + L.textContent=[S.msg,S.hint,roomMsg()].filter(Boolean).join("\n") + X.onclick=()=>{reset(1);render()} + X.hidden=true + if(S.intro)G.dataset.intro=INTRO_TEXT + else delete G.dataset.intro + G.innerHTML="" + G.className=S.fx=="hit"?"hit":S.fx=="win"?"win":S.fx=="shift"?"shift":"" + if(S.fx=="ward")G.className="ward" + if(S.fx=="relic")G.className="relic" + for(let y=0;y<H;y++)for(let x=0;x<W;x++){ + const d=document.createElement("div") + d.className="t "+cls(x,y) + d.textContent=draw(x,y) + G.appendChild(d) + } + SFX.play(S.fx) + S.fx="" + return + } + const done=S.gameState=="dead",th=floorTheme() + delete G.dataset.intro + U.innerHTML=`${done?"DEAD":"ESCAPED"}<small>${done?S.deathCause:buildTitle()} | floor ${S.level} ${th.name} | seed ${S.seed.toString(36)}</small>` + X.textContent="restart" + X.onclick=()=>{reset(1);render()} + G.className=`splash ${S.gameState=="win"?"win":"hit"}` + SFX.play(done?"dead":"win") + G.textContent=splash(done?"RUN ENDED":"DAWN","the descent leaves a shape behind",[ + `title : ${buildTitle()}`, + `route : ${runStyle().route}`, + `state : ${done?"broken":"survived"}`, + `floor : ${S.level} ${th.name}`, + `mods : ${modSummary()}` + ],done?"press restart to descend again":"the gate opens and the run resolves") + I.textContent=`summary\n${endStats()}${DBG.show?`\n\ndebug\n${variantSummary()}${DBG.out?`\ncheck: ${DBG.out}`:""}`:""}` + L.textContent=`${S.endLead}\n${done?"The ruin keeps the rest.":"The run closes cleanly at the gate."}${!done?"\npress p to descend further":""}` + X.hidden=false +} +render() +</script> |
