from time import time
from random import randint

from pygame import Surface, Color

from antidefense.pgfw.GameChild import GameChild
from antidefense.map.scale.Scale import Scale
from antidefense.map.Layer import Layer
from antidefense.map.Stamps import Stamps

class Map(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.deactivate()
        self.set_surface()
        self.set_dimensions()
        self.subscribe_to(self.get_custom_event_id(), self.respond_to_event)
        self.scale = Scale(self)
        self.stamps = Stamps(self)
        self.reset()

    def deactivate(self):
        self.active = False

    def set_surface(self):
        Surface.__init__(self, self.get_screen().get_size())

    def set_dimensions(self):
        magnitude = self.get_configuration("map", "magnitude")
        self.dimensions = tuple(map(lambda x: x ** magnitude, self.get_size()))

    def respond_to_event(self, evt):
        if evt.command == "reset-game":
            self.reset()

    def reset(self):
        self.visible_dimensions = self.dimensions
        self.scale.update()
        self.set_target()
        self.set_target_pixel()
        self.stamps.reset()
        self.current_layer = Layer(self)

    def set_target(self):
        w, h = self.dimensions
        self.target = randint(0, w - 1), randint(0, h - 1)

    def set_target_pixel(self):
        vx, vy = self.visible_dimensions
        x, y = self.target
        w, h = self.get_screen().get_size()
        self.target_pixel = int(float(x) / vx * w), int(float(y) / vy * h)

    def activate(self):
        self.active = True

    def get_zoom_level(self):
        return 1 - float(self.visible_dimensions[0]) / self.dimensions[0]
        
    def update(self):
        if self.active:
            self.clear()
            self.draw()

    def clear(self):
        self.blit(self.current_layer, (0, 0))

    def draw(self):
        self.scale.draw()
        self.get_screen().blit(self, (0, 0))
from pygame import Surface, Color

from antidefense.pgfw.GameChild import GameChild

class Bar(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.config = self.get_configuration("scale")
        self.init_surface()
        self.set_rect()
        self.paint()

    def init_surface(self):
        config = self.config
        Surface.__init__(self, config["bar-dimensions"])
        self.set_alpha(config["bar-alpha"])

    def set_rect(self):
        rect = self.get_rect()
        rect.bottom = self.parent.get_height()
        self.rect = rect

    def paint(self):
        config = self.config
        colors = map(Color, config["colors"])
        w = self.get_width()
        segment_w = w / config["segments"]
        for ii, x in enumerate(range(0, w, segment_w)):
            color = colors[ii % len(colors)]
            self.fill(color, (x, 0, segment_w, self.get_height()))

    def draw(self):
        self.parent.blit(self, self.rect)
from pygame import Surface, Color
from pygame.locals import *

from antidefense.pgfw.GameChild import GameChild
from antidefense.map.scale.Bar import Bar
from antidefense.map.scale.Text import Text

class Scale(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.config = self.get_configuration("scale")
        self.init_surface()
        self.set_rect()
        self.bar = Bar(self)
        self.text = Text(self)

    def init_surface(self):
        config = self.config
        bar_w, bar_h = config["bar-dimensions"]
        h = bar_h + config["font-size"] + config["font-padding"] * 2
        Surface.__init__(self, (bar_w, h), SRCALPHA)
        self.clear()

    def set_rect(self):
        rect = self.get_rect()
        x, y = self.config["offset"]
        rect.left = x
        rect.bottom = self.parent.get_height() - y
        self.rect = rect

    def update(self):
        self.clear()
        self.text.update()
        self.bar.draw()

    def clear(self):
        self.fill((0, 0, 0, 0))

    def draw(self):
        self.parent.blit(self, self.rect)
from math import log

from pygame import Surface, Color
from pygame.font import Font
from pygame.locals import *

from antidefense.pgfw.GameChild import GameChild

class Text(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.config = self.get_configuration("scale")
        self.init_surface()
        self.set_rect()
        self.set_fonts()
        self.text = ""

    def init_surface(self):
        parent = self.parent
        h = parent.get_height() - self.config["bar-dimensions"][1]
        Surface.__init__(self, (self.parent.get_width(), h), SRCALPHA)

    def set_rect(self):
        self.rect = self.get_rect()

    def set_fonts(self):
        config = self.config
        path = self.get_resource("scale", "font-path")
        font = Font(path, config["font-size"])
        font.set_bold(True)
        self.font = font

    def update(self):
        self.set_text()
        self.clear()
        self.write_text()
        self.draw()

    def set_text(self):
        config = self.config
        grandparent = self.parent.parent
        ratio = float(self.get_width()) / grandparent.get_width()
        distance = ratio * grandparent.visible_dimensions[0]
        magnitude = int(log(distance, 10))
        resolution = config["resolution"]
        interval = magnitude / resolution
        prefix = config["prefixes"][interval]
        converted = int(distance / 10 ** (interval * resolution))
        self.text = ("%i %s%s" % (converted, prefix, config["unit"])).decode("utf-8")

    def clear(self):
        self.fill((0, 0, 0))
        self.fill((0, 0, 0, 0))

    def write_text(self):
        self.write_stroke()
        block = self.font.render(self.text, True,
                                 Color(self.config["font-color"]))
        rect = block.get_rect()
        rect.center = self.rect.center
        self.blit(block, rect)

    def write_stroke(self):
        config = self.config
        font = self.font
        text = self.text
        color = Color(config["stroke-color"])
        offset = config["stroke-offset"]
        left, right = [font.render(text, True, color) for _ in range(2)]
        lrect = left.get_rect()
        center = self.rect.center
        lrect.center = center
        lrect.x -= 1
        self.blit(left, lrect)
        rrect = right.get_rect()
        rrect.center = center
        rrect.x += 1
        self.blit(right, rrect)

    def draw(self):
        self.parent.blit(self, self.rect)
216.73.216.13
216.73.216.13
216.73.216.13
 
June 29, 2013

A few weeks ago, for Fishing Jam, I made a fishing simulation from what was originally designed to be a time attack arcade game. In the program, Dark Stew, the player controls Aphids, an anthropod who fishes for aquatic creatures living in nine pools of black water.



Fishing means waiting by the pool with the line in. The longer you wait before pulling the line out, the more likely a creature will appear. Aside from walking, it's the only interaction in the game. The creatures are drawings of things you maybe could find underwater in a dream.

The background music is a mix of clips from licensed to share songs on the Free Music Archive. Particularly, Seed64 is an album I used a lot of songs from. The full list of music credits is in the game's README file.

I'm still planning to use the original design in a future version. There would be a reaction-based mini game for catching fish, and the goal would be to catch as many fish as possible within the time limit. I also want to add details and obstacles to the background, which is now a little boring, being a plain, tiled, white floor.

If you want to look at all the drawings or hear the music in the context of the program, there are Windows and source versions available. The source should work on any system with Python and Pygame. If it doesn't, bug reports are much appreciated. Comments are also welcome :)

Dark Stew: Windows, Pygame Source

I wrote in my last post that I would be working on an old prototype about searching a cloud for organisms for Fishing Jam. I decided to wait a while before developing that game, tentatively titled Xenographic Barrier. Its main interactive element is a first-person scope/flashlight, so I'd like to make a Wii version of it.

I'm about to start working on a complete version of Ball & Cup. If I make anything interesting for it, I'll post something. There are a lot of other things I want to write about, like game analyses, my new GP2X and arcades in Korea, and there's still music to release. Lots of fun stuff coming!