/SquidLib

Useful tools for roguelike, role-playing, strategy, and other grid-based games in Java. Feedback is welcome!

Primary LanguageJavaOtherNOASSERTION

SquidLib is a Java library that provides a diverse toolbox for working with procedural generation in games using libGDX.

SquidLib is used for Wyrm, Epigon, Attack the Geth, Assault Fish, Dungeon Mercenary, and other projects.

You can see a small example online; it is part of the SquidLib-Demos collection. It uses squidlib-util to generate dungeon maps, handle pathfinding for enemies (who chase you after they see you) and the player (if you click, it uses pathfinding to move the player to the clicked spot), calculate field of vision, and produce gibberish text that looks like Russian (but isn't); it uses squidlib (the display module for text-based games) to show the generated maps in a traditional roguelike style with @ for the player and Я for enemy guards, blend colors for torchlight effects, and smoothly slide the player and enemies around when they move. A much more polished use of SquidLib is Dungeon Mercenary, by smelC; it is a full-fledged game, not just a demo.

You don't need to use a text-based display to use many features of this library; there's a demo of this (not yet a game) in ColorGuard, which uses squidlib-util to handle random numbers, world map generation, and text generation in fictional languages. SquidLib-Demos has another that only uses squidlib-util and libGDX; it can be seen here.

Join the slow-paced chat at https://gitter.im/SquidPony/SquidLib

There's a fairly-active Discord server for SquidLib; many questions for SquidLib also apply to libGDX, so if you're on Discord I'd recommend also joining the libGDX Discord server. There's also a SquidLib IRC channel on Freenode; it is usually more active than Gitter and less active than Discord.

Documentation:

Jars of javadocs are distributed with each release via Maven Central, and with the current latest via JitPack. You can get the docs and source of the latest version, 3.0.0-b10, in two parts for each; squidlib-util (the core of the library, and also the largest part) has its library jar here, docs here, and source here, while squidlib (the display part of the library, named the way it is because depending on squidlib should also pull in squidlib-util to make it a "one-stop shop" dependency) has its library jar here, docs here, and source here. The completely-optional squidlib-extra module (primarily used for serialization; relies on libGDX but doesn't use it for display) has its library jar here, docs here, and source here.

You can browse the JavaDocs of a recent commit (possibly newer than 3.0.0-b10, but no older) here:

Current Features:

Ease Of Use

  • SquidLib is separated into multiple modules, so you can use the code for logic with or without the text-based display code
  • There's squidlib-util for game logic that doesn't specify a display mode, squidlib for text-based display and input, and squidlib-extra for saving/loading data
  • Emphasis on cross-platform compatibility
  • This means not just Windows, MacOS (formerly OS X), and Linux, but Android and HTML targets are important as well
  • HTML targeting uses Google Web Toolkit (GWT) GWT 2.8.2 as of the latest snapshot - All the code in SquidLib is written with GWT compatibility in mind, and things we know are incompatible are marked as GwtIncompatible with an annotation
  • Android targeting is known to work, but the UI conventions tend to be rather different (e.g. an 80x24 character console-style screen would be hard to navigate by touching a char on a phone with a small screen) - We provide a class for simple on-screen controls in the display module, which can be dismissed (if you want) when a keyboard is available
  • iOS is possibly a valid target, but no one has tried yet (likely due to the requirements of owning a computer running MacOS, owning an iPhone or iPad, and the not-insignificant fee to release a product into the App Store) - The way to go is probably mobidevelop's RoboVM fork if you meet those requirements
  • The game logic code in squidlib-util includes a really wide variety of functionality, and emphasizes providing pre-made solutions to hard problems
  • The text display code in squidlib is meant to make prototyping easier, but also to make traditional roguelikes look nice
  • Standard GUI notation of (x,y) locations within the grid, used reliably throughout the library
  • This is reinforced by the Coord class from squidlib-util, a simple 2D point that can be used throughout the library without producing data that needs garbage collection
  • Standard usage of common code, with inheritance and interfaces used where appropriate
  • The best example of this is RNG, a class or generating random numbers, which can use a wide variety of algorithms by taking a RandomnessSource implementation as a constructor argument.
  • RNG is used throughout SquidLib as a standard tool for randomness, and tends to be better for this than java.util.Random.

Display features

  • Uses the scene2d.ui classes from libGDX to display text/images and handle input
  • Images may be used alongside characters in same panel
  • Characters can be used as a drop-in fallback mechanism!
  • Several fonts provided as resources, some narrow, some square, for unicode line drawing to work out-of-the-box
  • Multiple fonts use a distance field effect, allowing them to be scaled and stretched smoothly
  • The distance field fonts are difficult to make yourself, so lots are provided in the assets folder or zip file - Less-common but higher-quality MSDF fonts are distributed as well, though there aren't as many
  • GDXMarkup allows text to be written with tags to specify color, bold and/or italic formatting (the last two use special fonts)
  • Multiple grids of different configurations can be used simultaneously in the same display
  • Multiple grids of different configurations can be overlaid allowing for transparency effects
  • A convenience class, SquidLayers provides foreground and background setting with this
  • SquidLayers also allows background brightness changes (such as from torchlight) with just an int argument
  • The SparseLayers class revises some earlier classes for simplicity and a cleaner implementation, but can also be significantly faster
  • Unlike SquidLayers, it doesn't render any cells in any layers unless they have something in them, so it makes more sense when there are many layers - (SquidLayers renders all cells in all layers each frame, with an exception that it won't render cells that are outside the rendered rectangle)
  • SparseLayers is still capable of pretty much everything SquidLayers can do, just with an API that's a lot smaller
  • The demo distributed with SquidSetup uses SparseLayers by default
  • Robust libGDX animation support, from simple sliding to "burst" effects that create rotating chars spreading out of a cell
  • There is technically support for variable-width fonts; getting them to work may be a challenge
  • Can create multiple overlapping layers
  • Basic foreground & background color differences per cell - Using a partially-transparent, full-cell tile in an overlay can change the colors below it
  • Multiple layers can be used to have multiple characters in a single cell
  • Multiple different sized layers can be used for sub-cell effects
  • Overlays can be used to show animation effects without disturbing the display
  • Overlays can be used to show potential Areas of Effect or Ranges
  • A tint animation can be used to highlight an area or cell without using overlays
  • Over 2000 icons from http://game-icons.net are in the optional assets, with a distance field effect applied so they can be used along with "stretchable" fonts, and all in a texture atlas for efficient lookup

Lots of Color

  • SColor class extends libGDX's Color and can be used as a drop-in replacement for any usage of that class
  • Over 500 named colors
  • Each named color has a sample of its appearance in the Javadoc against multiple backgrounds
  • HTML browsing of the API shows these samples
  • Pop-up javadoc in NetBeans, IntelliJ, and Eclipse show these samples
  • Can get a list of colors that are a gradient between two colors
  • Can perform LIBTCOD style "dark", "light", and "desaturate" commands on any color
  • Can get an arbitrary amount of blend between two colors
  • You can alter colors automatically using Filters or FloatFilters
  • Filters are used more "manually", while FloatFilters are usually given to FilterBatch to automatically change all colors in a specific way
  • Lots of options are available for generating gradients, including with Filters, and gradients that wrap around like a rainbow
  • There's a Filter and a FloatFilter that adjusts the brightness of red and green to help players with common forms of red-green colorblindness distinguish game objects that would otherwise be too similar
  • SquidColorCenter (and potentially other IColorCenter implementations) allow finding and adjusting the hue, saturation, and value of colors
  • GDXMarkup allows interaction with LibGDX's system of markup tags if you want, or it can generate special IColoredString values
  • IColoredStrings can be created on their own and used throughout SquidLib; they don't need to use LibGDX's Color class but usually do
  • The IColoredString values GDXMarkup produces can also have bold and italic info, which some fonts (any font with "Family" in the name) can render

Roguelike-Intended Toolkit

  • Robust Field of View and Line of Sight system
  • Includes multiple options to fit the desired level of permissiveness for FOV and LOS
  • Can handle directional FOV by simply specifying an angle and a span in degrees to cover with the FOV
  • Sound propagation system that can be used like Line of Sight, but for sounds that echo and pass through walls
  • Spill class implements randomized flood-fill, useful for spreading gases and other fluids
  • Splash is an easy-to-use implementation of randomized flood-fill for when you don't need all of Spill's features or bloat; it's new in 3.0.0 beta 3.
  • MultiSpill produces, as you might expect, multiple randomized flood-fills that do not overlap, and can fill at different rates
  • This in turn is used by SpillWorldMap to generate non-realistic but interesting-for-gameplay world maps, where land masses are flood-filled at the same time as water and their interaction produces nice shapes
  • The various AOE implementations help NPCs figure out how to position area-of-effect attacks when there are multiple characters they want to affect
  • ZOI is a class for determining zones of influence, using multiple influencing cells and finding the areas that are closer to one cell than than are to others (it also can detect where two or more influences are equally close)

Dungeon Generation Toolkit

  • Full-featured Herringbone Wang Tile dungeon generator
  • Herringbone Wang Tiles can produce less predictable, more varied dungeon layouts than BSP or other methods
  • Add water, doors, and traps to a dungeon by specifying the percentage of valid cells to affect
  • Many different styles of dungeon, from simple rectangular rooms and hallways to sinuous circular caverns
  • Alternate dungeon generators available, such as the one used by the original Rogue
  • Convert dungeons that use # for walls to use box drawing characters; this can also be used for graphical walls
  • Convenience functions/constructors let you use the char[][] dungeons to easily build other grid things
  • DijkstraMap will have walls automatically placed in as obstacles if passed a char[][] when it's constucted
  • FOV resistance maps can be generated automatically by DungeonUtility given a char[][]
  • MixedGenerator can produce maps that combine cave areas with artificial areas, starting in 3.0.0 beta 2.
    • A winding, snake-like path can be produced by SerpentMapGenerator, and has been adapted to generate multi-level dungeons with SerpentDeepMapGenerator. Both of these use MixedGenerator, and so can mix natural rock with worked stone.
  • Big improvements in 3.0.0 beta 5, including...
  • SectionDungeonGenerator, which can put different dungeon features in different areas (grass or moss may grow in caves but not rooms, for instance)
  • More maze generators and improvements to existing ones, including an arcade-reminiscent PacMazeGenerator
  • ModularMapGenerator can produce repeated sections of map, like one common style of room, for military or sci-fi themed areas
  • DenseRoomMapGenerator produces a cramped, over-filled section of purely rectangular rooms, with periodic breaks for doors.
  • OrganicMapGenerator makes nice caves using properties of Perlin noise to produce open cave areas and the WobblyLine line drawing class to connect them.
  • SectionDungeonGenerator works with an existing char[][] and an int[][] that stores environment information to place certain features, like grass, only in certain areas, like caves
  • It also has features for generating large lake-like areas (which could be pits or pools of lava as well, and are configurable), and placing mazes in some areas
  • Placement offers the ability to analyze a map to find cells with certain properties that might be needed for some objects to fit
  • MimicFill is a port of ConvChain and allows a square boolean 2D array to be used as a "stylistic basis" for filling an unlimited region with an imitation of the original square's style
  • DetailedMimic is like MimicFill, and is a port of SynTex but can handle color or char information, with the former useful for texture generation and the latter for map style imitation.
  • MimicWFC is a port of WaveFunctionCollapse; though it isn't guaranteed to complete in any amount of time, or ever, for some sample data it can produce sophisticated mimicry of that type of data.

SquidAI Pathfinding code

  • Dijkstra Maps and A* can be used for pathfinding and other purposes.
  • DijkstraMap provides support for getting to a target, avoiding paths that would make you stop in an invalid cell.
  • DijkstraMap supports fleeing monsters, optionally sharing one "flee map" for all monsters fleeing the hero.
  • DijkstraMap can be given a Technique that contains a minimum and maximum range, and an Area of Effect, and it will pathfind to a relatively good place to use that technique. - There are many kinds of Area of Effect (AOE) provided, and given the right information, they can calculate the best place to position that AOE to hit as many targets as possible (not an easy task, but it gets calculated quickly).
  • DijkstraMap can partially scan an area, stopping once it reaches a given distance. - It would seem like partial scanning is normally ideal, but there are cases where you can avoid multiple partial scans by doing one full scan and using DijkstraMap.findPathPreScanned(Coord) until the circumstances change; this approach is used in BasicDemo (in the examples of the display module) to handle the highlighted path from the player to the mouse cursor
  • Several classes support multi-cell creatures, including DijkstraMap
  • DijkstraMap is currently recommended for pathfinding because it has been optimized more heavily than AStarSearch
  • CustomDijkstraMap allows pathfinding on unusual map types, such as ones where you can rotate in your cell but it takes time, or where there are thin walls - See ThinWallDemo and RotationDemo in the display module's tests folder for examples; this is an advanced feature, though

Fully Documented API

  • Demos of all functionality included
  • EverythingDemo shows off lots of features and is fully documented; a good place to start
  • SquidAIDemo has two AI teams fight each other with large area-of-effect attacks
  • Several other demos are smaller and meant to test individual features, like RotationDemo to test DijkstraMap's pathfinding with facing when changing direction costs a turn
  • SquidSetup produces a sample project with a heavily-documented basic example to get started

Math Toolkit

  • Custom extension(s) of Random allows drop-in replacement with added features
  • We have a lot of choices for RandomnessSource, but you'll probably want to stick with the defaults except in unusual cases. - DiverRNG and MiniMoverRNG offer excellent quality and excellent speed, respectively, when targeting 64-bit platforms - GWTRNG is one of the best choices for a 32-bit generator that is fast and high-quality when targeting HTML
  • EditRNG can change the distribution of a RandomnessSource so it produces high or low numbers more often, but it can also allow tweaking the "centrality" of the numbers it generates, and has an easier-to-understand expected average (recommended for luck alteration in RNGs)
  • DeckRNG should be less random during any particular span of random numbers, since it "shuffles" 16 numbers, from low to high, and draws them in a random order. It's meant to satisfy players who don't want to be stuck with a long run of bad luck, which is a valid concern when a DeckRNG might be only queried when a boss is defeated to see its random loot drops. Since DeckRNG is guaranteed to produce all 16 numbers, which are evenly distributed across its range, loot drops for high numbers are guaranteed to occur in 16 drops, as are drops for low numbers.
  • Able to find Bresenham Lines for 2D and 3D coordinates.
  • Also can use Wu or Elias Lines (antialiased Bresenham Lines)
  • Also several other line drawing algorithms, including one that only makes orthogonal movements, another with options to make wider lines, and another that wiggles in random directions and makes a randomized line toward a goal.
  • Perlin/Simplex noise implementations, chiefly in SeededNoise and FastNoise
  • Used to make Brogue-style "moving" water that works by altering the background lightness
  • Noise class contains various modifications to noise generation, handling layering of different octaves and other changes
  • SeededNoise takes a long seed and just produces Simplex noise given a 2D, 3D, 4D, or 6D point, and is expected to be used with Noise and its nested classes
  • FastNoise takes an int seed and has most of the features of auburns' library, including classic Perlin, Simplex, white, cellular, and other forms of noise; it can be configured in lots of ways
  • Also used for world map generation, in WorldMapGenerator - This uses many different parts of the Noise class to affect world maps; see this preview world map
  • Some games can benefit from using very-high-dimensional noise for story generation where each "axis" is some property of the world; CosmicNumbering is meant for this
  • Lots of code for dealing with oddly-shaped or non-contiguous regions in CoordPacker, GreasedRegion, and some other classes
  • CoordPacker is optimized for memory usage, while GreasedRegion is optimized for speed; both support similar operations but GreasedRegion is usually preferred
  • These operations start with finding the parts of a 2D array that match some property and storing them as a region... - Go from there to randomly or iteratively sampling points from that region... - From there to inserting or removing points in that region... - To merging, subtracting, or finding the intersection of two regions... - To expanding the area of a region, retracting the area (similar to expanding the parts that are not included in the region).. - To getting the fringe (area that would be included in an expansion, but no the original area) or surface (the part of the original region that would be removed by a retraction)... - To the always-useful flood fill operation, which can be handy for finding reachable areas
  • CoordPacker is built around a mix of simple and complicated encoding/compression tricks to obtain incredibly small memory usage for many regions - RegionMap can use CoordPacker's regions as keys in a Map-like data structure, and find all regions that overlap with a point
  • GreasedRegion is a little "fatty" in its memory usage, in the sense of greasy food, but also like "greased lightning" in its speed - It is the recommended way to modify regions by shrinking, expanding, or other related bulk operations, and tends to be much faster than CoordPacker - GreasedRegion is heavily used internally, and though it shouldn't need to be used in most code that uses SquidLib, lots of code can benefit from representing regions as objects
  • Using these classes can be an excellent tool for making interesting maps, and they can be combined with other strategies
  • Some runtime usage makes sense for GreasedRegion as well; as it implements Collection of Coord, it can be given to DijkstraMap as a group of impassable cells, which can help stop pathfinding from going into areas that aren't visible, for example.

Data Structures

  • SquidLib needed some unusual features in the course of its development, and we have more than a few unusual data structures to fill those needs
  • OrderedSet (no relation to the libGDX class that shares the name) is an insertion-ordered Set that also allows lookup of keys by their index in the ordering (like a List) - The variant called Arrangement is bidirectional, allowing you to find the index of a key as well as the key at an index
  • OrderedMap (also no relation to libGDX's class) is a Map that shares OrderedSet's ability to look up keys and values by index.
  • OrderedSet implements SortedSet, while OrderedMap and Arrangement implement SortedMap, and Arrangement also implements Iterable for its keys
  • K2 is like OrderedSet but has two key types (A and B) stored in side-by-side collections, but sharing indexes as pairs and allowing the corresponding A to be looked up given a B and vice versa
  • K2V1 is like K2 but also stores values that don't need to be unique like keys do, but can't be looked up in the same way either (you can use an index, an A key, or a B key to look up a value, though)
  • All of these mentioned so far can be reordered, possibly with a random ordering produced by RNG
  • Using indexes instead of always using keys can be useful, but it also means that getting random values from these collections will behave as expected across platforms
  • Most of these classes allow you to specify how keys are hashed and compared for equality, which permits using arrays as keys (if they aren't modified) or even allows the behavior of IdentityHashMap to be used with insertion ordering (which does allow keys to be modified, but has special requirements for accessing them) - The class CrossHash includes multiple hashing algorithms and predefined IHasher values for various usages, which can be passed to many OrderedMap/Set constructors
  • SquidLib releases before beta 7 used LinkedHashMap and LinkedHashSet in place of OrderedMap and OrderedSet, and converting from beta 6 to beta 7 or later may entail some changes
  • Maker, a small class in squidlib-util, helps construct these data structures more conveniently
  • The serialization code in squidlib-extra is aware of these data structures and can serialize them efficiently and with less restrictions that normally apply to JSON (you can serialize non-String keys to our dialect of JSON with OrderedMap, for example)
  • This code also provides ways to compress the JSON output using lz-string encoding, which performs very well here; it uses code from the tiny library BlazingChain to do this

Text generation

  • The FakeLanguageGen class can help imitate a linguistic style or mix multiple languages, then produce text in an imaginary language
  • There are lots of predefined languages in FakeLanguageGen, some of them based on real-world languages, some based on fictional characters - For imitations of real languages, we have Arabic, English, French, Greek (in Latin or Greek alphabets), Hindi, Inuktitut, Japanese (in Latin alphabet), Nahuatl, Norse, Russian (in Latin and Cyrillic alphabets), Somali, Swahili - For fictional languages, we have "Fantasy" (a mix of several languages), "Fancy Fantasy" (Fantasy with extraneous accents added), "Elf", "Goblin", "Demonic", "Infernal", and the ability to randomly generate whole language styles - You can mix languages and add modifiers to them, like a lisp changing "s" to "th", or the simplifying modifier that can be applied to Norse to make it easier to read for English speakers (changing ð and þ to th, for example)
  • The NaturalLanguageCipher class allows you to take a FakeLanguageGen and use it as a cipher for English text while recognizing prefixes and suffixes, like recognizing that "taker" is composed of "take" and "-er", and using the same suffix for "-er" throughout the cipher.
  • This is reversible by building a dictionary between English words and their ciphered equivalents.
  • LanguageCipher is similar, and does a bit less work but doesn't identify prefixes or suffixes, so it will produce completely different words for "take" and "taker"
  • WeightedLetterNamegen is meant to generate names that are similar to ones from a list, with several lists provided
  • It is good for last names in particular, but also has pre-made lists of first names and some other groups (such as the style of silly-sounding sci-fi names common in the Star Wars universe)
  • It uses DamerauLevenshteinAlgorithm, a standard way of comparing text for similarity, to evaluate how close words or names are to each other
  • Thesaurus provides a simple enough way to add variety to procedural names/titles/descriptions of various things, by cycling through a shuffled list of synonyms and replacing a word (or category) with a synonym when it encounters one it knows
  • It is also useful for generating procedural names of factions, like "The Magnanimous La Kingdom" or "Reimui-Shwop Emirate"

Actively Developed

  • Started in 2011 by SquidPony (Eben Howard), SquidLib has since picked up contributions from a number of developers around the world
  • Development has accelerated recently as more people started adding code, with Tommy Ettinger working on things that aren't included in most other roguelike libraries, smelc and David Becker each contributing quite a few pull requests that help stability, performance, and code clarity, and still more developers helping by reporting and commenting on issues
  • SquidLib 2.9.1 is pretty good
  • SquidLib 3.0.0 will be better!
    • Seriously, 2.x and 3.x are pretty much completely different codebases. The switch to libGDX is significant!
  • But, 3.0.0's final release will be major, and so should be expected to break API backwards compatibility
    • Any minor releases after 3.0.0 and before 4.0.0 should be expected to keep API backwards compatibility, unless a feature is broken or unusable
    • The most significant change in 3.0.0 is the removal of the Swing-based rendering and full transition to the similar, but much faster and more responsive, libGDX renderer
    • 3.0.0-b1 is the last release to contain Swing. If you're porting code that used an earlier version of SquidLib and need Swing for some reason, you may want to stay with the largely-compatible 2.9.1 instead of the very-different 3.0.0-b1.
      • This should also enable SquidLib to be used for rendering on Android/iOS/HTML and not only the desktop platforms Swing is limited to
    • There is now a tool that sets up a project for people who want an easy way to handle the dependencies of SquidLib and/or libGDX
      • You should use the stable version of SquidSetup if you want to use an old but stable SquidLib, since it has squidlib 3.0.0-b9 (as well as squidlib-util and regexodus) all configured as default. It should be updated to v3.0.0-b10 soon and depend on a much more recent version. There's a SquidLib demo as an example that defaults to being selected. You should probably select libGDX version 1.9.6 if you use the stable version, or 1.9.10 if you use the snapshot (1.9.10 includes important fixes to bugs from 1.9.7).
      • Some ways of setting up a project won't include assets, so if you use the DefaultResources class in the display module (recommended for several things, like distance field fonts), you need to get the assets you want separately. They're in the assets/ folder of this GitHub repo, or you can get all the assets in a .zip file from SquidSetup's SNAPSHOT release. If you get the .zip, then after extracting the files you can delete any assets you don't use, or move them out of the distributed part of your code.

Download

Download JARs for older versions from the Releases tab, use Maven Central to download the latest stable release (or JitPack to download any commit, typically the most recent one) with your choice of features (display or none, with or without squidlib-extra), or simply use SquidSetup to make a new project configured the way libGDX prefers to work (including SquidLib's assets), and copy in any code you might already have.

Ideally, if you're starting out you should use SquidSetup. This is based on czyzby's gdx-setup tool, an alternative to the current official libGDX setup that aims to have more features and update more readily. A demo is present for SquidLib, selected by default when making a project with SquidSetup (typically if the demo becomes out-of-date, SquidSetup is updated to fix the demo). The recommended release is v3.0.0-JITPACK, which will use Gradle 5.4 for the project (and that avoids numerous bugs in older Gradle versions) and will automatically depend on the latest SquidLib version at the time the project is generated.

If you use a dependency manager already and don't need a new project, you can use these dependencies for Maven projects:

Core of SquidLib:

<dependency>
    <groupId>com.squidpony</groupId>
    <artifactId>squidlib-util</artifactId>
    <version>3.0.0-b10</version>
</dependency>

Optional Text-Based Display (depends on libGDX 1.9.10)

<dependency>
    <groupId>com.squidpony</groupId>
    <artifactId>squidlib</artifactId>
    <version>3.0.0-b10</version>
</dependency>

Optional Serialization Support (depends on libGDX 1.9.10)

<dependency>
    <groupId>com.squidpony</groupId>
    <artifactId>squidlib-extra</artifactId>
    <version>3.0.0-b10</version>
</dependency>

Or these dependencies for Gradle:

Core of SquidLib:

compile 'com.squidpony:squidlib-util:3.0.0-b10'

Optional Text-Based Display

compile 'com.squidpony:squidlib:3.0.0-b10'

Optional Serialization Support

compile 'com.squidpony:squidlib-extra:3.0.0-b10'

If you want the latest version of SquidLib, which uses libGDX 1.9.10 and GWT 2.8.2 (if you use GWT), you can use JitPack to build the latest commit on-demand. It needs an additional repository, which is this for Maven:

	<repositories>
		<repository>
		    <id>jitpack.io</id>
		    <url>https://jitpack.io</url>
		</repository>
	</repositories>

Or this for Gradle, which if you used SquidSetup, would be in the repositories block inside subprojects:

maven { url "https://jitpack.io" }

Then the dependencies would be this for Maven (the first is needed, the others are optional); replace 9add4b83e9 with any short commit from GitHub:

	<dependency>
	    <groupId>com.github.SquidPony.SquidLib</groupId>
	    <artifactId>squidlib-util</artifactId>
	    <version>9add4b83e9</version>
	</dependency>
	<dependency>
	    <groupId>com.github.SquidPony.SquidLib</groupId>
	    <artifactId>squidlib</artifactId>
	    <version>9add4b83e9</version>
	</dependency>
	<dependency>
	    <groupId>com.github.SquidPony.SquidLib</groupId>
	    <artifactId>squidlib-extra</artifactId>
	    <version>9add4b83e9</version>
	</dependency>

Or this for Gradle (the first two are needed, the others are optional); replace 9add4b83e9 with any short commit from GitHub:

    compile("com.github.SquidPony.SquidLib:squidlib-util:9add4b83e9")
    compile("com.github.SquidPony.SquidLib:squidlib:9add4b83e9")
    compile("com.github.SquidPony.SquidLib:squidlib-extra:9add4b83e9")

If you use GWT, you should probably use SquidSetup to configure the project, though it might need some changes to GWT "inherits" configuration for your application. These should be present once in GdxDefinition.gwt.xml if you use GWT:

    <inherits name="regexodus" />
    <inherits name="squidlib-util" />

If you use the display module, you also need

    <inherits name="squidlib" />

And if you use squidlib-extra, you also need

    <inherits name="squidlib-extra" />

More information is available on the wiki here on Github, at the page on Project Setup. It may be somewhat out of date for now.

GitHub repository: https://github.com/SquidPony/SquidLib

Blog updates: http://squidpony.com/not-games/squidlib/ (possibly down permanently; server mishaps)

Created by Eben Howard - howard@squidpony.com
Currently developed by Tommy Ettinger - tommy.ettinger@gmail.com

Additional work has been greatly appreciated by a team of contributors. smelC and David Becker have each done excellent work in improving and modernizing SquidLib in all sorts of ways. In particular, David Becker needs thanks for handling some very tough work with Maven configuration and encouraging more unit tests (which have caught quite a few bugs), and smelC has found all sorts of ways to give back to SquidLib as he has worked on Dungeon Mercenary, including doing most of the work for the HTML target, cleaning up and improving the handling of colors, emphasizing more flexible ways to work with display (such as zooming the screen on mobile), and supporting non-monospaced fonts in the display. Don't be shy about posting issues! Many of SquidLib's biggest and best changes have been motivated by issues posted by users, including the port to Android!