from random import random

from pygame.mixer import Sound

from _send.pgfw.GameChild import GameChild

class Track(GameChild):

    def __init__(self, parent, path, volume):
        GameChild.__init__(self, parent)
        self.path = path
        self.volume = volume
        self.channel = None
        self.frequency = self.get_configuration("title", "pan-frequency")
        self.set_sound()

    def set_sound(self):
        sound = Sound(self.path)
        sound.set_volume(self.volume)
        self.sound = sound

    def play(self):
        self.channel = self.sound.play(-1)

    def update(self):
        if self.channel and random() < self.frequency:
            self.parent.set_random_panning(self.channel)
from re import match

from _send.pgfw.GameChild import GameChild
from _send.tartan.Tartan import Tartan

class Tartans(GameChild, dict):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.load()

    def load(self):
        patterns = file(self.get_resource("tartan", "path"))
        while True:
            line = patterns.readline()
            if not line:
                break
            name = line.strip()
            self[name] = Tartan(self, name, patterns)
from re import match, sub
from itertools import izip, chain

from pygame import Surface, Color, PixelArray
from pygame.image import save

from _send.pgfw.GameChild import GameChild

class Tartan(GameChild, Surface):

    def __init__(self, parent, name=None, patterns=None):
        GameChild.__init__(self, parent)
        self.fields = self.get_game().fields
        self.name = name
        self.load_configuration()
        if patterns is not None:
            self.load(patterns)
        self.init_surface(0)
        # self.generate(store=True)

    def load_configuration(self):
        config = self.get_configuration("tartan")
        self.thread_size = config["thread-size"]
        self.sample_size = config["sample-size"]

    def load(self, patterns):
        self.sett = self.parse_sett(patterns.readline())
        self.asymmetric = bool(int(patterns.readline().strip()))
        self.palette = self.parse_palette(patterns)

    def parse_sett(self, line):
        sett = []
        size = 0
        for stripe in line.strip().split(" "):
            identifier, width = match("([A-Z]+)([0-9]+)", stripe).groups(0)
            width = int(width)
            size += width
            sett.append(Stripe(identifier, width))
        self.sett_width = size
        return sett

    def parse_palette(self, patterns):
        palette = {}
        while True:
            line = patterns.readline().strip()
            if not line:
                break
            for color in line.split(";"):
                color = color.strip()
                if color:
                    assignment = map(str.strip, color.split("="))
                    palette[assignment[0]] = Color("#%sFF" % assignment[1][:6])
        return palette

    def generate(self, scale=None, store=False):
        if not scale:
            scale = self.get_default_scale()
        surface = self.select_surface(scale, store)
        self.paint(scale, surface)
        if not store:
            return surface

    def get_default_scale(self):
        return self.fields.get(self.name).tartan_scale

    def select_surface(self, scale, store):
        size = self.get_size(scale)
        if store:
            self.init_surface(size)
            surface = self
        else:
            surface = Surface((size, size))
        return surface

    def get_size(self, scale):
        sett = self.sett
        sett_width = self.sett_width
        if not self.asymmetric:
            size = scale * (sett_width * 2 - sett[-1].width - sett[0].width)
        else:
            size = scale * sett_width
        return size

    def init_surface(self, size):
        Surface.__init__(self, (size, size))

    def paint(self, scale, surface):
        offset, overflow = 0, 0
        sett = self.sett
        pixels = PixelArray(surface)
        for stripe in self.get_stripes_generator(scale):
            width = stripe.width
            color = self.palette[stripe.identifier]
            if overflow:
                width -= 1 - overflow
                blend = self.blend_colors(previous_color, color, overflow)
                self.draw_line(pixels, offset, 1, blend)
                offset += 1
            if width >= 1:
                truncated = int(width)
                self.draw_line(pixels, offset, truncated, color)
                offset += truncated
                overflow = width - truncated
            else:
                overflow = max(width, 0)
            previous_color = color
        del pixels

    def get_stripes_generator(self, scale):
        sett = self.sett
        if not self.asymmetric:
            return (stripe.get_scaled(scale) for stripe in
                    chain(sett[:-1], reversed(sett[1:])))
        return (stripe.get_scaled(scale) for stripe in sett)

    def draw_line(self, pixels, offset, width, color):
        thread_size = self.thread_size
        operator = thread_size * 2
        for y in xrange(offset, min(offset + width, len(pixels[0]))):
            for x in xrange(0, len(pixels[0])):
                if (x + y) % operator < thread_size:
                    pixels[x][y] = color
        for x in xrange(offset, min(offset + width, len(pixels[0]))):
            for y in xrange(0, len(pixels[0])):
                if (x + y) % operator >= thread_size:
                    pixels[x][y] = color

    def blend_colors(self, alpha, beta, ratio):
        alpha = (component * ratio for component in alpha)
        beta = (component * (1 - ratio) for component in beta)
        blend = [int(sum(components)) for components in izip(alpha, beta)]
        return Color(*blend)

    def write_sample(self):
        step = self.get_width()
        shift = step / 2
        count = self.sample_size
        size = step * count
        offsets = range(-shift, size + step, step)
        sample = Surface((size, size))
        for x in offsets:
            for y in offsets:
                sample.blit(self, (x, y))
        path = "resource/local/img/tartan/generated/%02i-%s.png" % \
               (self.fields.get_index(self.name) + 1,
                self.get_filesystem_formatted_name())
        save(sample, path)

    def get_filesystem_formatted_name(self):
        return sub("[^\w-]", "_", self.name.replace(" ", "-"))


class Stripe:

    def __init__(self, identifier, width):
        self.identifier = identifier
        self.width = width

    def __repr__(self):
        return "<%s at %s (%s %.3f)>" % \
               (self.__class__.__name__, hex(id(self)), self.identifier,
                self.width)

    def get_scaled(self, scale):
        return Stripe(self.identifier, self.width * scale)
216.73.216.226
216.73.216.226
216.73.216.226
 
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)