from os import system, sep, walk, remove
from os.path import basename, join, exists
from shutil import copy, copytree, rmtree
from distutils.core import setup
from zipfile import ZipFile

import py2exe

from esp_hadouken.Setup import *

origIsSystemDLL = py2exe.build_exe.isSystemDLL
def isSystemDLL(pathname):
    if basename(pathname).lower() in ("libogg-0.dll", "sdl_ttf.dll"):
        return 0
    return origIsSystemDLL(pathname)
py2exe.build_exe.isSystemDLL = isSystemDLL

destination = "dist/win/"

setup(windows=[{"script": "esp-hado",
                "icon_resources": [(1, Setup.config["game-icon-path"])]
                }],
      options={"py2exe": {"packages": Setup.build_package_list(),
                          "dist_dir": destination}})

def ignore_files(src, names):
    ignored = []
    if src == "aud":
        ignored += ["uncompressed", "mod"]
    if src == "img":
        ignored += ["local"]
    return ignored

for path in ["config", "Basic.ttf", "hi-scores", "README", "changelog"]:
    copy(path, destination)

for path in ["aud", "img"]:
    folder = join(destination, path)
    if not exists(folder):
        copytree(path, folder, ignore=ignore_files)

rmtree("build")

def create_archive():
    title = Setup.translate_title() + "-" + Setup.config["game-version"] + "-win"
    archive_name = title + ".zip"
    archive = ZipFile(archive_name, "w")
    for root, dirs, names in walk(destination):
        for name in names:
            path = join(root, name)
            archive.write(path, path.replace(destination, title + sep))
    archive.close()
    copy(archive_name, "dist")
    remove(archive_name)
    rmtree(destination)

create_archive()
from pygame import event, joystick as joy, key as keyboard
from pygame.locals import *

from GameChild import *

class Input(GameChild):

    command_event = USEREVENT + 7

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.joystick = Joystick()
        self.unsuppress()
        self.subscribe_to_events()
        self.build_key_map()

    def subscribe_to_events(self):
        self.subscribe_to(KEYDOWN, self.translate_key_press)
        self.subscribe_to(JOYBUTTONDOWN, self.translate_joy_button)
        self.subscribe_to(JOYAXISMOTION, self.translate_axis_motion)

    def suppress(self):
        self.suppressed = True

    def unsuppress(self):
        self.suppressed = False

    def build_key_map(self):
        key_map = {}
        for key, value in self.get_configuration().iteritems():
            group, command = key.split("-", 1)
            if group == "keys":
                key_map[command] = value
        self.key_map = key_map

    def translate_key_press(self, evt):
        if self.is_debug_mode():
            print "You pressed %i, suppressed => %s" % (evt.key, self.suppressed)
        if not self.suppressed:
            key = evt.key
            for command, keys in self.key_map.iteritems():
                if key in keys:
                    self.post_command(command)

    def post_command(self, name):
        if self.is_debug_mode():
            print "Posting %s command with id %i" % (name, self.command_event)
        event.post(event.Event(self.command_event, command=name))

    def translate_joy_button(self, evt):
        if not self.suppressed:
            button = evt.button
            config = self.get_configuration()
            code = self.command_event
            if button == config["joy-advance"]:
                self.post_command("advance")
            if button == config["joy-pause"]:
                self.post_command("pause")

    def translate_axis_motion(self, evt):
        if not self.suppressed:
            axis = evt.axis
            value = evt.value
            code = self.command_event
            if axis == 1:
                if value < 0:
                    self.post_command("up")
                elif value > 0:
                    self.post_command("down")
            else:
                if value > 0:
                    self.post_command("right")
                elif value < 0:
                    self.post_command("left")

    def is_command_active(self, command):
        if not self.suppressed:
            joystick = self.joystick
            if self.is_key_pressed(command):
                return True
            if command == "up":
                return joystick.is_direction_pressed(Joystick.up)
            elif command == "right":
                return joystick.is_direction_pressed(Joystick.right)
            elif command == "down":
                return joystick.is_direction_pressed(Joystick.down)
            elif command == "left":
                return joystick.is_direction_pressed(Joystick.left)
        else:
            return False

    def is_key_pressed(self, command):
        poll = keyboard.get_pressed()
        for key in self.key_map[command]:
            if poll[key]:
                return True

    def get_axes(self):
        axes = {}
        for direction in "up", "right", "down", "left":
            axes[direction] = self.is_command_active(direction)
        return axes


class Joystick:

    (up, right, down, left) = range(4)

    def __init__(self):
        js = None
        if joy.get_count() > 0:
            js = joy.Joystick(0)
            js.init()
        self.js = js

    def is_direction_pressed(self, direction):
        js = self.js
        if not js or direction > 4:
            return False
        if direction == 0:
            return js.get_axis(1) < 0
        elif direction == 1:
            return js.get_axis(0) > 0
        elif direction == 2:
            return js.get_axis(1) > 0
        elif direction == 3:
            return js.get_axis(0) < 0
from time import sleep

from pygame.locals import *

from esp_hadouken.pgfw.Configuration import TypeDeclarations
from esp_hadouken.pgfw.Game import Game
from esp_hadouken.Timer import Timer
from esp_hadouken.title.Title import Title
from esp_hadouken.overworld.Overworld import Overworld

class ESPHadouken(Game):

    def __init__(self):
        Game.__init__(self, type_declarations=Types())
        self.title.activate()
        # self.get_audio().mute()
        # self.subscribe(self.inform)

    def inform(self, event):
        print event

    def set_children(self):
        Game.set_children(self)
        self.timer = Timer(self)
        self.title = Title(self)
        self.overworld = Overworld(self)

    def update(self):
        self.title.update()
        self.overworld.update()


class Types(TypeDeclarations):

    additional_defaults = {

        "keys": {"list": ["up", "right", "down", "left"]},

        "title": {"int": ["prompt-size", "enemy-delay", "enemy-offset",
                          "toy-shift-delay", "turn-delay", "leave-delay",
                          "toy-turn-offset", "sky-arc-step",
                          "sky-arc-thickness", "sky-framerate",
                          "loop-delay"],

                  "float": "enemy-speed",

                  "list": "mask-vector-colors",

                  "int-list": ["wood-position", "toy-position", "toy-offset",
                               "enemy-enter-framerate", "background-framerate",
                               "sky-color", "sky-arc-color"]},

        "main-menu": {"int": ["frame-count", "framerate", "option-width",
                              "text-size"],

                      "int-list": ["size", "text-color",
                                   "background-color-range"],

                      "list": ["option-text", "select-fx"]},

        "toy": {"int": "framerate"},

        "overworld": {"int": ["toy-position", "wall-position", "dot-position"],

                      "int-list": ["wall-size", "wall-border"]},

        "dot": {"int": "frame-count",

                "int-list": ["framerate-range", "transparent-color"]},

        "engine": {"float": ["attack", "release", "deceleration",
                             "max-velocity", "initial-thrust",
                             "peak-acceleration", "peak-distance",
                             "min-negative-acceleration",
                             "min-negative-acceleration-distance",
                             "max-negative-acceleration", "calibrator-step"]},

        "sprite": {"list": ["dark-palette", "light-palette"]}}
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!