For those who are not familiar with the input of the game:

You can move the character with hjkl (one tile) or HJKL (all the way until 
something is found), sometimes you may want to move diagonally by pressing 
one of yubn.
You can also move the character by clicking the destination.

Doors may be forced open by double clicking on it. 

The Control key is not working at this moment.



regards,
- Lu

On Thursday, April 9, 2015 at 1:51:54 AM UTC+8, 王璐 wrote:
>
> Hi all,
>
>    I've made a proof-of-concept Web port for NetHack. You can try it here: 
> http://coolwanglu.github.io/BrowserHack/
>    
>    I'm kind of surprised that I could not find any working existing 
> NetHack port with Emscripten, except for this one: 
> http://moxielogic.org/blog/nethack-in-your-browser.html  which is a port 
> of the terminal version and does not well quite well.
>
>    It's a tasteful and playable, which means that you can explore, fight 
> with enemies etc. But it's still in its very early stage, many features are 
> missing (most notably, menus), so please do not reply on it. 
>
>    
>    Two things I found interesting while building the project:
>
>    1. A few intermediate binaries are built during the build process, 
> which are used to generate C macros and level files. At first I tried to 
> build the project twice, native and JS, and the necessary files are 
> generated with the native binaries. Unfortunately the game did not work 
> that way, complaining about corrupt data files. It turned out that the size 
> of C structures mismatch between the two builds, so they cannot share data 
> files. Then I built the utility files also in JS, and tried to execute them 
> with Node.js. It kind of worked, except for that NODEFS has to be mounted 
> manually in order to make it actually read and write files on the disk -- I 
> did that by injecting pre-js files.
>
>     2. This is another old project that supports systems way back to 
> Amiga. And we may expect lots of synchronous stuffs. EMTERPRETER_ADVISE 
> showed that 66% of all the functions are ASYNC. Fortunately interpreting 
> all the functions is still fast enough.
>
>
>    If you are interested, please help me implement missing features and 
> design the interface. I feel that it could be the easiest, among all other 
> port, to share/apply different tilesets/levels.
>
>
>
>    regards,
>    - Lu Wang
>
>
>

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