from pygame.key import get_pressed, get_mods
from pygame.font import Font
from pygame.locals import *

from esp_hadouken.pgfw.GameChild import GameChild

class Calibrator(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_screen()
        self.font = Font(self.parent.font_path, 10)
        self.delegate = self.get_delegate()
        self.subscribe(self.respond, KEYDOWN)

    def load_configuration(self):
        config = self.get_configuration("engine")
        self.step = config["calibrator-step"]

    def render(self):
        string = str(self)
        self.text = self.font.render(string, False, (0, 0, 0), (255, 255, 255))
        self.string = string

    def __str__(self):
        engine = self.parent
        accelerator = engine.accelerator
        pattern = "v {0:.2f} a {1:.2f} r {2:.2f} t {3:.2f} pa {4:.2f} " + \
                  "pd {5:.2f} lna {6:.2f} lnd {7:.2f} hna {8:.2f} d {9:.2f}"
        return pattern.format(engine.max_velocity, accelerator.attack,
                              accelerator.release, accelerator.initial_thrust,

    def place(self):
        rect = self.text.get_rect()
        rect.bottomleft = self.display_surface.get_rect().bottomleft
        self.rect = rect

    def respond(self, event):
        if self.parent.parent.is_active():
            if get_mods() & KMOD_CTRL and event.key == K_COMMA:
                profile = self.parent.profile

    def update(self):

    def calibrate(self):
        state = get_pressed()
        step = self.step
        engine = self.parent
        accelerator = engine.accelerator
        if state[K_1]:
            engine.max_velocity += step
        if state[K_q]:
            engine.max_velocity -= step
        if state[K_2]:
            accelerator.attack += step
        if state[K_w]:
            accelerator.attack -= step
        if state[K_3]:
            accelerator.release += step
        if state[K_e]:
            accelerator.release -= step
        if state[K_4]:
            accelerator.initial_thrust += step
        if state[K_r]:
            accelerator.initial_thrust -= step
        if state[K_5]:
            accelerator.peak_acceleration += step
        if state[K_t]:
            accelerator.peak_acceleration -= step
        if state[K_6]:
            accelerator.peak_distance += step
        if state[K_y]:
            accelerator.peak_distance -= step
        if state[K_7]:
            accelerator.min_negative_acceleration += step
        if state[K_u]:
            accelerator.min_negative_acceleration -= step
        if state[K_8]:
            accelerator.min_negative_acceleration_distance += step
        if state[K_i]:
            accelerator.min_negative_acceleration_distance -= step
        if state[K_9]:
            accelerator.max_negative_acceleration += step
        if state[K_o]:
            accelerator.max_negative_acceleration -= step
        if state[K_0]:
            engine.deceleration += step
        if state[K_p]:
            engine.deceleration -= step

    def draw(self):
        if self.string != str(self):
        self.display_surface.blit(self.text, self.rect)
from esp_hadouken.pgfw.GameChild import GameChild

class Profile(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.delegate = self.get_delegate()

    def load_configuration(self):
        self.path = self.get_resource("engine", "profile-path")

    def load(self):
        for line in file(self.path):
        self.index = 0

    def add(self, values=None, increment_index=False):
        if not values:
            engine = self.parent
            accelerator = engine.accelerator
            values = "NAME-ME", engine.max_velocity, accelerator.attack, \
                     accelerator.release, accelerator.initial_thrust, \
                     accelerator.peak_acceleration, accelerator.peak_distance, \
                     accelerator.min_negative_acceleration, \
                     accelerator.min_negative_acceleration_distance, \
                     accelerator.max_negative_acceleration, \
                     engine.deceleration, 1
        self.append([values[0]] + map(float, values[1:-1]) + \
        if increment_index:

    def apply(self):
        engine = self.parent
        profile = self[self.index]
        engine.set(profile[1], profile[-2])

    def respond(self, event):
        if self.parent.parent.is_active():
            if, "select"):

    def rotate(self):

    def set_next_active(self):
        while True:
            if self[self.index][-1]:

    def increment_index(self):
        index = self.index + 1
        if index >= len(self):
            index = 0
        self.index = index

    def write(self):
        stream = file(self.path, "w")
        for profile in self:
            stream.write(" ".join(map(str, profile[:-1]) + \
                                  [str(int(profile[-1]))]) + "\n")
from esp_hadouken.pgfw.GameChild import GameChild
from esp_hadouken.pgfw.Vector import Vector
from import Pedal

class Accelerator(GameChild, list):

    N, NE, E, SE, S, SW, W, NW = range(8)

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.input = self.get_input()

    def load_configuration(self):
        config = self.get_configuration("engine")
        self.display_flag = config["accelerator-display-flag"]

    def init_list(self):
        list.__init__(self, [Pedal(self, ii) for ii in range(8)])

    def set(self, values):
        self.attack = values[0]
        self.release = values[1]
        self.initial_thrust = values[2]
        self.peak_acceleration = values[3]
        self.peak_distance = values[4]
        self.min_negative_acceleration = values[5]
        self.min_negative_acceleration_distance = values[6]
        self.max_negative_acceleration = values[7]

    def set_slopes(self):

    def apply_to_pedals(self, method):
        for pedal in self:
            getattr(pedal, method)()

    def reset(self):

    def update(self):
        S, E, N, W = self.input.get_axes().values()
        self[self.N].update(N and not W and not E)
        self[self.NE].update(N and E)
        self[self.E].update(E and not N and not S)
        self[self.SE].update(E and S)
        self[self.S].update(S and not E and not W)
        self[self.SW].update(S and W)
        self[self.W].update(W and not S and not N)
        self[self.NW].update(W and N)

    def get_sum(self):
        total = Vector()
        for pedal in self:
            total += pedal
        return total
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!

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