<?php

require_once (dirname(__FILE__) . "/config.inc.php");
require_once (dirname(__FILE__) . "/Element.php");
require_once (dirname(__FILE__) . "/fetch.php");

// Check if char is a whitespace character.
function char_is_white_space($char)
{
   if ($char == " " || $char == "\t" || $char == "\n")
   {
      return True;
   }
   return False;
}

// Move the file pointer along until it finds a non-whitespace character.  If
// the user wants to the next non-whitespace character, first move the file
// pointer one step.
function skip_white_space($fp, &$char, $next=False)
{
   if ($next == True || char_is_white_space($char) == True)
   {
      while (char_is_white_space($char = fgetc($fp)) == True) {}
   }
}

// Move the file pointer along until it finds the desired character.  If the
// user wants the next instance of the character, first move the pointer one
// step away from its current position.
function move_to_char($fp, &$char, $sought, $next=False)
{
   if ($next == True || $char != $sought)
   {
      while (($char = fgetc($fp)) != $sought && !feof($fp)) {}
   }
}

// Skip any initial white space.  Read and store characters until white space or
// a bracket is reached.
function parse_name_or_id($fp, &$char, &$data=NULL)
{
   skip_white_space($fp, $char);
   while (
      !char_is_white_space($char) && $char != OPEN_ELEMENT_CHAR &&
      $char != CLOSE_ELEMENT_CHAR && !feof($fp))
   {
      $data .= $char;
      $char = fgetc($fp);
   }
}

// Create a new element & store it as the first child of the current element or
// the next child of a parent element.
function build_new_element($fp, &$char, &$element, $ii)
{
   $new = new Element();
   if ($ii == 0)
   {
      $element->data = $new;
   }
   else
   {
      $element->next = $new;
   }
   parse_element($fp, $new, $char);
   $element = $new;
}

// Read the last component of an element.  If there is a bracket in the data,
// treat it as a new element, and add its contents to the current element.  If
// not, treat the data as a string, and store it.
function parse_data($fp, &$char, $element)
{
   skip_white_space($fp, $char);
   while ($char != CLOSE_ELEMENT_CHAR && !feof($fp))
   {
      for ($ii = 0; $char == OPEN_ELEMENT_CHAR; $ii++)
      {
         build_new_element($fp, $char, $element, $ii);
         $char = fgetc($fp);
         skip_white_space($fp, $char);
         $flag = True;
      }

      if ($flag == True) break;

      $element->data .= $char;
      $char = fgetc($fp);
   }
}

// Decide which component is being parsed and dispatch to the appropriate
// parsing function.
function parse_component($fp, $element, &$char, $component)
{
   switch ($component)
   {
      case NAME_COMPONENT:
         parse_name_or_id($fp, &$char, $element->name);
         break;
      case ID_COMPONENT:
         parse_name_or_id($fp, &$char, $element->id);
         break;
      case DATA_COMPONENT:
         parse_data($fp, &$char, $element);
         break;
   }
}

// Ensure we've found an element by moving to the first open bracket.  Parse the
// contents within the brackets (one or more elements).
function parse_element($fp, $element, &$char=NULL)
{
   move_to_char($fp, $char, OPEN_ELEMENT_CHAR);
   $char = fgetc($fp);
   for ($ii = 0; $ii < COMPONENT_COUNT; $ii++)
   {
      parse_component($fp, $element, $char, $ii);
   }
}

// Parse a file or subset of a file, creating a tree of elements.
function run_parse($file_name, $id=NULL)
{
   if (!file_exists($file_name)) return;

   $elements = fetch_elements($file_name, $id);
   $elements = ($id) ? array($elements) : $elements;
   foreach ($elements as $element)
   {
      $message .= $element->convert_to_tabbed_string() . "\n";
      $count += $element->count();
      $depth = max($element->measure_depth(), $depth);
   }
   $message .= "DEPTH: $depth\n";
   $message .= "TOTAL: $count\n";

   return $message;
}
<?php

require_once (dirname(__FILE__) . "/Element.php");
require_once (dirname(__FILE__) . "/parse.php");

// Parse the name of an element without storing it.
function skip_name($fp, &$char)
{
   parse_name_or_id($fp, $char);
}

// Read the id of the element listed at the current position.
function read_element_id($fp, &$char)
{
   skip_name($fp, $char);
   parse_name_or_id($fp, $char, $id);

   return $id;
}

// Move file pointer to element with requested ID.  After finding the ID, move
// the file pointer backward past the element name and open bracket.
function move_to_element_by_id($fp, &$char=NULL, $id)
{
   while (!feof($fp))
   {
      move_to_char($fp, $char, OPEN_ELEMENT_CHAR);
      $position = ftell($fp);
      $saved_char = $char;
      $char = fgetc($fp);
      if (read_element_id($fp, $char) == $id) break;
   }

   if (feof($fp)) return;

   fseek($fp, $position);
   $char = $saved_char;
}

// Find and return the element identified by the requested ID.
function fetch_element_by_id($file_name, $id)
{
   $fp = fopen($file_name, 'r');
   move_to_element_by_id($fp, $char, $id);
   $element = new Element();
   parse_element($fp, $element, $char);

   return $element;
}

// Return an array of all elements in a file.
function fetch_elements_by_file($file_name)
{
   $fp = fopen($file_name, 'r');

   skip_white_space($fp, $char, True);
   while (!feof($fp))
   {
      $elements[] = new Element();
      parse_element($fp, $elements[count($elements)-1], $char);
      $char = fgetc($fp);
      skip_white_space($fp, $char);
   }

   return $elements;
}

// Dispatch to appropriate function depending upon whether single or
// multiple elements are being requested.
function fetch_elements($file_name, $id=NULL)
{
   if (file_exists($file_name))
   {
      if ($id == NULL)
      {
         $elements = fetch_elements_by_file($file_name);
      }
      else
      {
         $elements = fetch_element_by_id($file_name, $id);
      }
   }
   
   return $elements;
}
216.73.216.168
216.73.216.168
216.73.216.168
 
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!