from os.path import join

from lib.pgfw.pgfw.Sprite import Sprite

class Background(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_from_path(join(self.get_resource("door", "path"),
                                 str(self.parent.parent.index),
                                 "background.png"), True, True)
        self.location.bottom = self.parent.parent.platforms[0].location.top
        self.reset()

    def reset(self):
        self.location.left = self.parent.foreground.location.right

    def update(self):
        self.move(-self.parent.parent.velocity[0])
        Sprite.update(self)
from os.path import join

from lib.pgfw.pgfw.Sprite import Sprite

class Foreground(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_configuration()
        index = str(self.parent.parent.index)
        self.load_from_path(self.get_resource(join(self.root, index,
                                                   "foreground.png")), True,
                            True)
        self.location.bottom = self.parent.parent.platforms[0].location.top
        self.reset()

    def reset(self):
        self.location.left = self.x

    def load_configuration(self):
        config = self.get_configuration("door")
        self.x = config["x"]
        self.root = config["path"]

    def update(self):
        self.move(-self.parent.parent.velocity[0])
        Sprite.update(self)
from random import randint, random

from lib.pgfw.pgfw.GameChild import GameChild
from food_spring.level.obstacle.Missile import Missile
from food_spring.level.obstacle.Hurdle import Hurdle
from food_spring.level.obstacle.Spikes import Spikes
from food_spring.level.obstacle.Fireball import Fireball

class Obstacles(GameChild, dict):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.load_configuration()
        self.init_dict()

    def load_configuration(self):
        config = self.get_configuration
        self.missile_chance = config("missile", "chance")
        self.missile_count = config("missile", "count")
        self.blink_rate = config("obstacle", "blink-rate")
        self.hurdle_count = config("hurdle", "count")
        self.hurdle_chance = config("hurdle", "chance")
        self.hurdle_first = config("hurdle", "first-range")
        self.hurdle_margin = config("hurdle", "margin")
        self.spikes_chance = config("spikes", "chance")
        self.fireball_chance = config("fireball", "chance")
        self.fireball_count = config("fireball", "count")

    def init_dict(self):
        missiles = [Missile(self) for _ in xrange(self.missile_count[1])]
        hurdles = [Hurdle(self) for _ in xrange(self.hurdle_count[1])]
        fireballs = [Fireball(self) for _ in xrange(self.fireball_count[1])]
        dict.__init__(self, {"missile": missiles, "spikes": [Spikes(self)],
                             "hurdle": hurdles, "fireball": fireballs})

    def reset(self):
        for obstacle in self.get_obstacles():
            obstacle.reset()

    def get_obstacles(self, exclude=[]):
        if isinstance(exclude, str):
            exclude = [exclude]
        for kind in set(("hurdle", "fireball", "spikes",
                         "missile")).difference(exclude):
            for obstacle in self[kind]:
                yield obstacle

    def update(self):
        if self.parent.is_going():
            self.spawn_missiles()
            self.spawn_hurdles()
            self.spawn_spikes()
            self.spawn_fireballs()
        for obstacle in self.get_obstacles():
            obstacle.update()

    def spawn_missiles(self):
        if all(not missile.is_flying() for missile in self["missile"]):
            if random() < self.missile_chance:
                for ii in xrange(randint(*self.missile_count)):
                    self["missile"][ii].queue_fly()

    def spawn_hurdles(self):
        if all(not hurdle.is_playing(hurdle.enter) and \
               not hurdle.is_playing(hurdle.exit) for \
               hurdle in self["hurdle"]):
            if random() < self.hurdle_chance:
                dy = randint(*self.hurdle_first)
                for ii in xrange(randint(*self.hurdle_count)):
                    self["hurdle"][ii].queue_entrance(dy)
                    dy += randint(*self.hurdle_margin)

    def spawn_spikes(self):
        if not self["spikes"][0].is_playing(self["spikes"][0].slide):
            if random() < self.spikes_chance:
                self["spikes"][0].queue_slide()

    def spawn_fireballs(self):
        if all(not fireball.is_playing(fireball.spew) for fireball in \
               self["fireball"]):
            if random() < self.fireball_chance:
                for ii in xrange(randint(*self.fireball_count)):
                    self["fireball"][ii].queue_spew()
from pygame import Surface

from lib.pgfw.pgfw.Sprite import Sprite

class Hurdle(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_configuration()
        self.set_frames()
        self.register(self.enter, self.exit)
        self.reset()

    def load_configuration(self):
        config = self.get_configuration("hurdle")
        self.delay = config["delay"]
        self.speed = config["speed"]
        self.pause = config["pause"]

    def set_frames(self):
        surface = Surface((32, 8))
        surface.fill((255, 255, 0))
        self.add_frame(surface, omit=True)
        self.add_frameset(0, name="entered")
        blank = Surface(self.location.size)
        blank.set_colorkey((0, 0, 0))
        self.add_frame(blank, omit=True)
        self.add_frameset([0, 1], self.parent.blink_rate, "queued")

    def reset(self):
        self.halt(self.enter)
        self.halt(self.exit)
        self.active = False
        self.queue_reset = False
        self.location.centerx = self.display_surface.get_rect().left
        self.set_frameset("queued")

    def queue_entrance(self, dy):
        self.location.centery = self.parent.parent.platforms[0].location.top - \
                                dy
        self.active = True
        self.play(self.enter, delay=self.delay)

    def enter(self):
        self.set_frameset("entered")
        self.move(self.speed, 0)
        if self.location.centerx >= self.display_surface.get_rect().centerx:
            self.halt(self.enter)
            self.play(self.exit, delay=self.pause)

    def exit(self):
        self.move(self.speed, 0)
        if self.location.right >= self.display_surface.get_rect().right:
            self.queue_reset = True

    def update(self):
        if self.active:
            if self.is_playing(self.enter, include_delay=True) or \
               self.is_playing(self.exit):
                if self.location.colliderect(self.parent.parent.food):
                    self.parent.parent.food.freeze()
            Sprite.update(self)
        if self.queue_reset:
            self.reset()
216.73.216.168
216.73.216.168
216.73.216.168
 
August 12, 2013

I've been researching tartan/plaid recently for decoration in my updated version of Ball & Cup, now called Send. I want to create the atmosphere of a sports event, so I plan on drawing tartan patterns at the vertical edges of the screen as backgrounds for areas where spectator ants generate based on player performance. I figured I would make my own patterns, but after browsing tartans available in the official register, I decided to use existing ones instead.

I made a list of the tartans that had what I thought were interesting titles and chose 30 to base the game's levels on. I sequenced them, using their titles to form a loose narrative related to the concept of sending. Here are three tartans in the sequence (levels 6, 7 and 8) generated by an algorithm I inferred by looking at examples that reads a tartan specification and draws its pattern using a simple dithering technique to blend the color stripes.


Acadia


Eve


Spice Apple

It would be wasting an opportunity if I didn't animate the tartans, so I'm thinking about animations for them. One effect I want to try is making them look like water washing over the area where the ants are spectating. I've also recorded some music for the game. Here are the loops for the game over and high scores screens.

Game Over

High Scores