from pygame import image, Color

from esp_hadouken.GameChild import *
from esp_hadouken.Font import *

class Score(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.pos = self.get_configuration()["ending-plate-position"]
        self.set_plate()

    def set_plate(self):
        path = self.get_resource("ending-plate-path")
        self.plate = image.load(path).convert_alpha()

    def render_score(self):
        config = self.get_configuration()
        color = Color(config["ending-score-color"])
        size = config["ending-score-size"]
        score = Font(self, size).render(self.build_text(), True, color)
        rect = score.get_rect()
        rect.center = self.plate.get_rect().center
        self.plate.blit(score, rect)

    def build_text(self):
        return "%i:%02i" % divmod(int(self.get_timer().total()), 60)

    def update(self):
        if self.active:
            self.set_plate()
            self.render_score()
            self.draw()

    def draw(self):
        self.parent.blit(self.plate, self.pos)

    def activate(self):
        self.active = True

    def deactivate(self):
        self.active = False
from pygame import Surface, Color
from pygame.locals import *

from esp_hadouken.GameChild import *
from Cell import *

class NamePrompt(GameChild, Surface):

    cell_count = 3
    transparent_color = Color("brown")

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.init_surface()
        self.subscribe_to_events()
        self.add_cells()
        self.deactivate()

    def init_surface(self):
        size = self.get_configuration()["scoreboard-prompt-dimensions"]
        Surface.__init__(self, size)
        self.set_transparent()
        rect = self.get_rect()
        rect.center = self.parent.get_rect().center
        self.rect = rect

    def set_transparent(self):
        color = self.transparent_color
        self.set_colorkey(color)
        self.fill(color)

    def subscribe_to_events(self):
        self.subscribe_to(KEYDOWN, self.respond_to_key)

    def respond_to_key(self, event):
        if self.active:
            key = event.key
            if key >= K_a and key <= K_z:
                self.get_active_cell().set_char(key)
                self.change_active_cell(1)
                self.parent.update()
            elif key == K_BACKSPACE:
                if self.get_active_cell().is_blank():
                    self.change_active_cell(-1)
                self.get_active_cell().reset()
                self.parent.update()

    def get_active_cell(self):
        return self.cells[self.active_cell_index]

    def change_active_cell(self, increment):
        limit = len(self.cells) - 1
        index = self.active_cell_index + increment
        if index > limit:
            index = limit
        elif index < 0:
            index = 0
        self.active_cell_index = index

    def add_cells(self):
        cells = []
        for ii in range(self.cell_count):
            cells.append(Cell(self, ii))
        self.cells = cells
        self.active_cell_index = 0

    def activate(self):
        self.active = True

    def deactivate(self):
        self.active = False

    def update(self):
        if self.active:
            self.draw()

    def draw(self):
        self.parent.blit(self, self.rect)

    def get_initials(self):
        return "".join(map(str, self.cells))
from pygame import Surface, Color
from pygame.locals import *

from esp_hadouken.GameChild import *
from esp_hadouken.Font import *

class Cell(GameChild, Surface):

    def __init__(self, parent, index):
        GameChild.__init__(self, parent)
        self.index = index
        self.init_surface()
        self.reset()

    def __str__(self):
        return chr(self.char).upper()

    def init_surface(self):
        size = self.get_configuration()["scoreboard-prompt-dimensions"]
        margin = self.get_margin()
        width = size[0] / self.parent.cell_count - margin
        Surface.__init__(self, (width, size[1]))
        rect = self.get_rect()
        rect.left = (self.get_width() + margin) * self.index + margin / 2
        self.rect = rect

    def get_margin(self):
        return self.get_configuration()["scoreboard-prompt-margin"]

    def reset(self):
        self.set_char(self.get_blank_char())

    def get_blank_char(self):
        return ord(self.get_configuration()["scoreboard-prompt-blank-char"])

    def set_char(self, char):
        self.char = char
        self.set_color()
        self.draw()

    def set_color(self):
        char = self.char
        if char == self.get_blank_char():
            color = Color(
                self.get_configuration()["scoreboard-prompt-blank-color"])
        else:
            color = self.get_glyph_palette()[char - K_a]
        self.color = color

    def activate(self):
        self.active = True

    def deactivate(self):
        self.active = False

    def draw(self):
        self.fill(self.color)
        self.render_char()
        self.parent.blit(self, self.rect)

    def render_char(self):
        config = self.get_configuration()
        size = config["scoreboard-prompt-text-size"]
        color = Color(config["scoreboard-prompt-text-color"])
        text = Font(self, size).render(str(self), True, color)
        rect = text.get_rect()
        rect.center = self.get_rect().center
        self.blit(text, rect)

    def is_blank(self):
        return self.char == self.get_blank_char()
3.80.85.76
3.80.85.76
3.80.85.76
 
May 17, 2018

Line Wobbler Advance is a demake of Line Wobbler for Game Boy Advance that started as a demo for Synchrony. It contains remakes of the original Line Wobbler levels and adds a challenging advance mode with levels made by various designers.


f1. Wobble at home or on-the-go with Line Wobbler Advance

This project was originally meant to be a port of Line Wobbler and kind of a joke (demaking a game made for even lower level hardware), but once the original levels were complete, a few elements were added, including a timer, different line styles and new core mechanics, such as reactive A.I.


f2. Notes on Line Wobbler

I reverse engineered the game by mapping the LED strip on paper and taking notes on each level. Many elements of the game are perfectly translated, such as enemy and lava positions and speeds and the sizes of the streams. The boss spawns enemies at precisely the same rate in both versions. Thanks in part to this effort, Line Wobbler Advance was awarded first prize in the Wild category at Synchrony.


f3. First prize at Synchrony

Advance mode is a series of levels by different designers implementing their visions of the Line Wobbler universe. This is the part of the game that got the most attention. It turned into a twitchy gauntlet filled with variations on the core mechanics, cinematic interludes and new elements, such as enemies that react to the character's movements. Most of the levels are much harder than the originals and require a lot of retries.

Thanks Robin Baumgarten for giving permission to make custom levels and share this project, and thanks to the advance mode designers Prashast Thapan, Charles Huang, John Rhee, Lillyan Ling, GJ Lee, Emily Koonce, Yuxin Gao, Brian Chung, Paloma Dawkins, Gus Boehling, Dennis Carr, Shuichi Aizawa, Blake Andrews and mushbuh!

DOWNLOAD ROM
You will need an emulator to play. Try Mednafen (Windows/Linux) or Boycott Advance (OS X)


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