from os import listdir
from os.path import join

from pygame.mixer import Channel, Sound, music, find_channel

from GameChild import *
from Input import *

class Audio(GameChild):

    current_channel = None
    paused = False
    muted = False

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.delegate = self.get_delegate()
        self.load_fx()
        self.subscribe(self.respond)

    def load_fx(self):
        fx = {}
        if self.get_configuration().has_option("audio", "sfx-path"):
            root = self.get_resource("audio", "sfx-path")
            if root:
                for name in listdir(root):
                    fx[name.split(".")[0]] = Sound(join(root, name))
        self.fx = fx

    def respond(self, event):
        if self.delegate.compare(event, "mute"):
            self.mute()

    def mute(self):
        self.muted = True
        self.set_volume()

    def unmute(self):
        self.muted = False
        self.set_volume()

    def set_volume(self):
        volume = int(not self.muted)
        music.set_volume(volume)
        if self.current_channel:
            self.current_channel.set_volume(volume)

    def play_bgm(self, path, stream=False):
        self.stop_current_channel()
        if stream:
            music.load(path)
            music.play(-1)
        else:
            self.current_channel = Sound(path).play(-1)
        self.set_volume()

    def stop_current_channel(self):
        music.stop()
        if self.current_channel:
            self.current_channel.stop()
        self.current_channel = None
        self.paused = False

    def play_fx(self, name, panning=.5):
        if not self.muted:
            channel = find_channel(True)
            if panning != .5:
                offset = 1 - abs(panning - .5) * 2
                if panning < .5:
                    channel.set_volume(1, offset)
                else:
                    channel.set_volume(offset, 1)
            channel.play(self.fx[name])

    def pause(self):
        channel = self.current_channel
        paused = self.paused
        if paused:
            music.unpause()
            if channel:
                channel.unpause()
        else:
            music.pause()
            if channel:
                channel.pause()
        self.paused = not paused

    def is_bgm_playing(self):
        current = self.current_channel
        if current and current.get_sound():
            return True
        return music.get_busy()
# -*- coding: utf-8 -*-

from os import listdir
from os.path import join
from math import sin, cos, radians, sqrt
from random import randint, randrange, choice, random
from copy import deepcopy
import codecs

from pygame import Surface, Color, PixelArray
from pygame.image import load, save
from pygame.draw import circle, arc, aaline, line, ellipse, rect as draw_rect
from pygame.font import Font
from pygame.mixer import Sound
from pygame.event import clear
from pygame.locals import *

from lib.pgfw.pgfw.Game import Game
from lib.pgfw.pgfw.GameChild import GameChild
from lib.pgfw.pgfw.Sprite import Sprite
from lib.pgfw.pgfw.Animation import Animation

class LakeOfHeavenlyWind(Game):

    def __init__(self):
        Game.__init__(self)
        self.title.activate()

    def set_children(self):
        Game.set_children(self)
        self.high_scores = HighScores(self)
        self.title = Title(self)
        self.game_screen = GameScreen(self)
        self.book = Book(self)

    def update(self):
        self.title.update()
        self.game_screen.update()
        self.book.update()


class Book(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        path = self.get_resource("text", "book")
        for block in codecs.open(path, "r", "utf-8").read().split("\n\n"):
            self.append(Hexagram(self, block))

    def hide_indicators(self):
        for hexagram in self:
            hexagram.indicator.hide()

    def hide_explanations(self):
        for hexagram in self:
            hexagram.explanation.hide()

    def are_indicators_hidden(self):
        return all(hexagram.indicator.is_hidden() for hexagram in self)

    def update(self):
        for hexagram in self:
            hexagram.update()


class Hexagram(GameChild):

    TRIGRAM_NAMES = {0b111: "heaven", 0b110: "marsh", 0b101: "fire",
                     0b100: "thunder", 0b11: "wind", 0b10: "water",
                     1: "mountain", 0: "earth"}

    def __init__(self, parent, block):
        GameChild.__init__(self, parent)
        lines = self.lines = block.split("\n")
        self.index = int(lines[0], 2)
        pair = ""
        for ii in xrange(2):
            pair += self.TRIGRAM_NAMES[(self.index & \
                                        (0b111 << ii * 3)) >> (ii * 3)]. \
                                        upper()
            pair += " ABOVE ~ " if not ii else " BELOW"
        lines.insert(2, pair)
        font_path = self.get_resource("display", "font")
        font = Font(font_path, 10)
        explanation = self.explanation = Sprite(self, 4000)
        for line in map(unicode, lines[1:]):
            if line:
                frame = Surface((640, 16), SRCALPHA)
                spaced = line[0]
                for ch in line[1:]:
                    spaced += " " + ch
                caption = font.render(spaced, True, (102, 102, 102))
                rect = caption.get_rect()
                rect.center = frame.get_rect().center
                frame.blit(caption, rect)
                explanation.add_frame(frame)
        explanation.location.center = self.parent.parent.game_screen.link. \
                                  background.location.center
        explanation.hide(),
        indicator = self.indicator = Sprite(self, 500)
        font = Font(font_path, 36)
        font.set_italic(True)
        indicator.add_frame(font.render(lines[1][0], True, (31, 31, 31)))
        blank = Surface(indicator.location.size)
        blank.set_colorkey((0, 0, 0))
        indicator.add_frame(blank)
        rect = self.parent.parent.game_screen.oracle.screens[0].get_rect()
        indicator.location.center = 32 + rect.centerx, 16 + rect.centery
        indicator.add_location(offset=(self.get_display_surface(). \
                                       get_width() - rect.centerx * 2 - 64, 0))
        indicator.hide()

    def show_indicator(self):
        self.indicator.unhide()

    def show_explanation(self):
        self.explanation.get_current_frameset().reset()
        self.explanation.unhide()

    def update(self):
        self.explanation.update()
        self.indicator.update()


class HighScores(GameChild):

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

    def read(self):
        scores = []
        for line in file(self.get_resource("text", "scores")):
            scores.append(int(line))
        return scores

    def add(self, score):
        file(self.get_resource("text", "scores"), "a").write(str(score) + "\n")


class Title(Animation):

    def __init__(self, parent):
        Animation.__init__(self, parent)
        self.time_filter = self.get_game().time_filter
        self.display_surface = self.get_display_surface()
        self.delegate = self.get_game().delegate
        self.music = Sound(self.get_resource("audio", "outer"))
        self.start_fx = SoundEffect(self, "start", .4)
        self.deactivate()
        background = self.background = Sprite(self)
        tile_size = self.tile_size = 8
        for _ in xrange(9):
            tile = Surface((tile_size, tile_size))
            frame = Surface(self.display_surface.get_size())
            for x in xrange(tile.get_width()):
                for y in xrange(tile.get_height()):
                    tile.set_at((x, y), choice([(128, 128, 128), (95, 95, 95)]))
            for x in xrange(0, frame.get_width(), tile.get_width()):
                for y in xrange(0, frame.get_height(), tile.get_height()):
                    frame.blit(tile, (x, y))
            background.add_frame(frame)
        layers = self.layers = []
        key = (255, 0, 255)
        for ii in xrange(3):
            tiles = []
            for _ in xrange(8):
                tile = Surface((tile_size, tile_size))
                tile.fill(key)
                for x in xrange(tile.get_width()):
                    for y in xrange(tile.get_height()):
                        if random() > .885:
                            tile.set_at((x, y), [(255, 255, 80), (80, 255, 255),
                                                 (22, 22, 22)][ii])
                tiles.append(tile)
            layer = Sprite(self)
            frame = Surface((background.location.w + tile_size * (16 + ii),
                             background.location.h + tile_size * (16 + ii)))
            frame.set_colorkey(key)
            for x in xrange(0, frame.get_width(), tile.get_width()):
                for y in xrange(0, frame.get_height(), tile.get_height()):
                    frame.blit(choice(tiles), (x, y))
            layer.add_frame(frame)
            layers.append(layer)
        self.set_pieces()
        self.subscribe(self.respond)
        self.register(self.remap_pieces, interval=1200)
        self.play(self.remap_pieces)

    def set_caption(self):
        caption = self.caption = Sprite(self, 5000)
        font = Font(self.get_resource("display", "font"), 12)
        color = Color(0, 0, 0)
        texts = ["Wind Off of Heaven's Lake", u"澤 天 風"]
        for text in texts:
            spaced = text[0]
            for ch in text[1:]:
                spaced += "  " + ch
            frame = Surface((640, 100), SRCALPHA)
            plate = font.render(spaced.upper(), True, (255, 255, 255))
            rect = plate.get_rect()
            rect.center = frame.get_rect().center
            frame.blit(plate, rect)
            caption.add_frame(frame)
        caption.location.center = self.display_surface.get_rect().centerx, 400
        caption.get_current_frameset().current_index = 1

    def deactivate(self):
        self.active = False
        self.music.fadeout(500)

    def respond(self, event):
        if self.active:
            if self.delegate.compare(event, "advance"):
                self.deactivate()
                self.parent.game_screen.activate()
                self.start_fx.play()

    def activate(self, incoming=None):
        self.active = True
        self.music.play(-1, 0, 500)
        scores = self.scores = []
        count = 5
        for ii, score in enumerate(sorted(self.parent. \
                                          high_scores.read())[-count:]):
            font = Font(self.get_resource("display", "font"), 11 + (ii * 1))
            sprite = Sprite(self, 380)
            sprite.add_frame(font.render(str(score), True, (32, 200, 32),
                                         (112, 240, 240)))
            if score == incoming:
                surface = Surface(sprite.location.size)
                key = (255, 0, 255)
                surface.fill(key)
                surface.set_colorkey(key)
                sprite.add_frame(surface)
            sprite.location.centerx = self.display_surface.get_rect(). \
                                      centerx + 100 * ((count - ii - 1) - \
                                                       count / 2.0 + .5)
            scores.append(sprite)
        self.set_caption()
        clear()

    PIECE_RADIUS = 40
    PIECE_COLORS = (255, 255, 0, 255), (255, 255, 0, 255)

    def set_pieces(self):
        self.blank_piece_map = [[(False, 0), (False, 0)], [(False, 0), (False, 0)]]
        self.piece_map = deepcopy(self.blank_piece_map)
        self.remap_pieces()

    def remap_pieces(self):
        previous = deepcopy(self.piece_map)
        while self.piece_map == previous or self.piece_map == self.blank_piece_map:
            print self.piece_map, self.blank_piece_map, previous
            for x in xrange(len(self.piece_map[0])):
                for y in xrange(len(self.piece_map)):
                    self.piece_map[x][y] = choice((True, False)), choice((0, 1))

    def update(self):
        Animation.update(self)
        if self.active:
            self.background.update()
            ds = self.display_surface
            for ii, layer in enumerate(reversed(self.layers)):
                if ii == 0:
                    layer.move(-.25, -.25)
                    if layer.location.right < ds.get_width():
                        layer.move(self.tile_size * 16, self.tile_size * 16)
                elif ii == 1:
                    layer.move(-.5)
                    if layer.location.right < ds.get_width():
                        layer.move(self.tile_size * 16)
                elif ii == 2:
                    layer.move(.5, .5)
                    if layer.location.left > 0:
                        layer.move(-self.tile_size * 16, -self.tile_size * 16)
                layer.update()
            intermediate = Surface(ds.get_size(), SRCALPHA)
            intermediate = Surface((300, 300))
            circle(intermediate, (0, 255, 255),
                   (149, 149), 149)
            rect = intermediate.get_rect()
            rect.center = ds.get_rect().center
            ds.blit(intermediate, rect, None, BLEND_RGB_SUB)
            # for xi, x in enumerate(xrange(160, 560, 320)):
            #     for yi, y in enumerate(xrange(120, 440, 240)):
            #         if self.piece_map[xi][yi][0]:
            #             circle(intermediate, (0, 0, 0, 255), (x - 1, y + 1), self.PIECE_RADIUS)
            #             circle(intermediate, self.PIECE_COLORS[self.piece_map[xi][yi][1]],
            #                    (x + 1, y - 1), self.PIECE_RADIUS)
                    # else:
                    #     for radius in xrange(20, 0, -4):
                    #         circle(ds, (randrange(0, 255), randrange(0, 255), randrange(0, 255)), (x, y), radius)
            # color = choice([(22, 22, 22), (255, 0, 0), (0, 255, 255), (255, 255, 255)])
            # ds.blit(intermediate, (0, 0), None, BLEND_RGB_SUB)
            # draw_rect(ds, color, ds.get_rect().inflate(-4, -4), 1)
            # for score in self.scores:
            #     score.update()
            # self.caption.update()


class SoundEffect(GameChild, Sound):

    def __init__(self, parent, name, volume=1.0):
        GameChild.__init__(self, parent)
        Sound.__init__(self, self.get_resource("audio", name))
        self.name = name
        self.set_volume(volume)

    def play(self, position=.5):
        channel = Sound.play(self)
        right = 1 + min(0, ((position - .5) * 2))
        left = 1 - max(0, ((position - .5) * 2))
	if channel is not None:
            channel.set_volume(left, right)


class GameScreen(GameChild):

    PALETTE = [[(191, 191, 220), (191, 255, 191)],
               [(191, 191, 220), (255, 191, 191)],
               [(191, 191, 225), (191, 255, 191)],
               [(191, 191, 255), (255, 191, 191)],
               [(191, 220, 191), (191, 191, 255)],
               [(191, 220, 191), (255, 191, 191)],
               [(191, 255, 191), (255, 191, 191)],
               [(220, 191, 191), (191, 191, 255)],
               [(220, 191, 191), (191, 255, 191)]]

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.delegate = self.get_game().delegate
        self.time_filter = self.get_game().time_filter
        self.display_surface = self.get_display_surface()
        self.music = Sound(self.get_resource("audio", "inner"))
        self.music.set_volume(.8)
        self.previous_palette = None
        self.wave = 0
        self.deactivate()
        self.set_background()
        self.pulp = Pulp(self)
        self.link = Link(self)
        self.paddles = Paddles(self)
        self.rails = Rails(self)
        self.oracle = Oracle(self)
        self.subscribe(self.respond)

    def set_background(self):
        w, h = 8, 8
        tile = Surface((w, h))
        while True:
            palette = choice(self.PALETTE)
            if self.previous_palette != palette:
                self.previous_palette = palette
                break
        for x in xrange(w):
            for y in xrange(h):
                tile.set_at((x, y), palette[(x + y) % 2])
        background = self.background = Surface(self.display_surface.get_size())
        for x in xrange(0, background.get_width(), w):
            for y in xrange(0, background.get_height(), h):
                background.blit(tile, (x, y))

    def activate(self):
        self.active = True
        self.ending = False
        self.game_over_elapsed = 0
        self.music.play(-1)
        self.wave = 0
        self.pulp.reset()
        self.rails.reset()
        self.oracle.clear()
        self.introduce()
        self.paddles.set_background()
        self.paddles.reset_position()
        self.paddles.arrange_graticules(0)
        self.set_background()

    def introduce(self):
        self.freeze()
        self.introducing = True
        self.introducing_elapsed = 0

    def increase_wave(self):
        self.wave += 1
        self.paddles.explode_mines()
        self.paddles.set_background()
        self.paddles.reset_position()
        self.paddles.arrange_graticules(0)
        self.rails.increase_spawn_rate()
        self.introduce()
        self.rails.clear_phages()
        self.rails.set_deviation()
        self.set_background()
        self.pulp.health += 1.0 / 6
        if self.pulp.health > .9999:
            self.pulp.health = .9999
        self.parent.book.hide_indicators()

    def freeze(self):
        self.frozen = True

    def unfreeze(self):
        self.frozen = False

    def is_frozen(self):
        return self.frozen

    def deactivate(self):
        self.active = False
        self.music.stop()

    def end(self):
        self.freeze()
        self.ending = True
        self.parent.high_scores.add(int(self.pulp.score))
        self.paddles.explode_mines()
        self.paddles.reset_position()
        self.oracle.animals.hide()
        for hexagram in self.parent.book:
            if not hexagram.explanation.is_hidden():
                hexagram.explanation.halt()

    def respond(self, event):
        if self.active and self.ending and self.game_over_elapsed > 3000 and \
               self.delegate.compare(event, "advance"):
            self.parent.book.hide_explanations()
            self.parent.book.hide_indicators()
            self.deactivate()
            self.parent.title.activate(int(self.pulp.score))

    def update(self):
        if self.active:
            self.display_surface.blit(self.background, (0, 0))
            if self.introducing:
                font = Font(self.get_resource("display", "font"), 10)
                text = "WAVE " + str(self.wave)
                spaced = text[0]
                for ch in text[1:]:
                    spaced += "  " + ch
                text = font.render(spaced, True, (31, 31, 31))
                rect = text.get_rect()
                rect.center = self.display_surface.get_rect().centerx, 260
                self.display_surface.blit(text, rect)
                if self.introducing_elapsed > 2000:
                    self.introducing = False
                    self.unfreeze()
                else:
                    self.introducing_elapsed += self.time_filter. \
                                                get_last_frame_duration()
            elif self.ending:
                font = Font(self.get_resource("display", "font"), 10)
                text = font.render("G  A  M  E     O  V  E  R", True,
                                   (31, 31, 31))
                rect = text.get_rect()
                rect.center = self.display_surface.get_rect().centerx, 260
                self.display_surface.blit(text, rect)
                self.game_over_elapsed += self.time_filter. \
                                          get_last_frame_duration()
            self.oracle.animals.update()
            self.pulp.update()
            if not self.is_frozen():
                self.rails.update()
            self.paddles.update()
            self.link.update()
            self.oracle.update()


class Pulp(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.font = Font(self.get_resource("display", "font"), 24)
        self.explosions = [Explosion(self) for _ in xrange(32)]
        self.lose_health_fx = SoundEffect(self, "lose-health")
        self.blow_up_fx = SoundEffect(self, "blow-up", .8)
        self.reset()
        Surface.__init__(self, (self.display_surface.get_width(), 96))
        self.rect = self.get_rect()
        indicators = self.indicators = []
        root = self.get_resource("image", "pulp")
        for path in sorted(listdir(root)):
            indicator = Sprite(self, 5500)
            image = load(join(root, path))
            image_r = self.image_r = image.get_rect()
            width = self.get_width()
            height = (self.rect.h / image_r.h + 2) * image_r.h
            color = Color(0, 0, 0)
            for hue in [-150, -128, 149]:
                pixels = PixelArray(image.copy())
                for x in xrange(len(pixels)):
                    for y in xrange(len(pixels[0])):
                        color = Color(*image.unmap_rgb(pixels[x][y]))
                        h, s, l, a = color.hsla
                        color.hsla = round((h + hue) % 360), round(s), \
                                     round(l), round(a)
                        pixels[x][y] = color
                plate = pixels.make_surface()
                frame = Surface((width, height), SRCALPHA)
                for x in xrange(0, width, image_r.w):
                    for y in xrange(0, height, image_r.h):
                        frame.blit(plate, (x, y))
                indicator.add_frame(frame)
                indicator.display_surface = self
            indicators.append(indicator)
        self.score_backgrounds = []
        tile = Surface((2, 2))
        for x in xrange(tile.get_width()):
            for y in xrange(tile.get_height()):
                tile.set_at((x, y), [(220, 220, 220),
                                     (128, 128, 128)][(x + y) % 2])
        for _ in xrange(8):
            surface = Surface((22, 26))
            for x in xrange(0, surface.get_width(), tile.get_width()):
                for y in xrange(0, surface.get_height(), tile.get_height()):
                    surface.blit(tile, (x, y))
            self.score_backgrounds.append(surface)

    def reset(self):
        self.health = .9999
        self.score = 0
        for explosion in self.explosions:
            explosion.reset()

    def update(self):
        for indicator in self.indicators:
            indicator.move(dy=-1)
            if indicator.location.top < -self.image_r.h:
                indicator.move(dy=self.image_r.h)
        self.indicators[int(self.health * len(self.indicators))].update()
        self.display_surface.blit(self, self.rect)
        # if not self.parent.is_frozen():
        #     self.score += self.health * .1
        text = str(int(self.score))
        color = randint(0, 120), randint(0, 120), randint(0, 120)
        for ii, digit in enumerate(text):
            background = self.score_backgrounds[ii]
            br = background.get_rect()
            br.centerx = 40 * (ii - len(text) / 2.0 + .5) + \
                         self.display_surface.get_rect().centerx
            self.display_surface.blit(self.score_backgrounds[ii], br)
            glyph = self.font.render(digit, True, color)
            gr = glyph.get_rect()
            gr.centerx = br.centerx
            self.display_surface.blit(glyph, gr)
        outgoing = []
        for phage in self.parent.rails.phages:
            if phage.get_center()[1] <= self.rect.centery:
                outgoing.append(phage)
                self.health -= .05
                for explosion in self.explosions:
                    if explosion.is_hidden():
                        explosion.get_current_frameset().reset()
                        explosion.location.center = phage.get_center()
                        explosion.unhide()
                        break
                if self.health < 0:
                    self.parent.end()
                    break
        if outgoing:
            total = 0
            for phage in outgoing:
                total += phage.get_center()[0]
                self.parent.rails.phages.remove(phage)
            position = float(total) / len(outgoing) / \
                       self.get_display_surface().get_width()
            self.lose_health_fx.play(position)
            self.blow_up_fx.play(position)
        for explosion in self.explosions:
            explosion.update()


class Explosion(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        count = 32
        color = Color(0, 0, 0)
        for ii in xrange(count):
            frame = Surface((64, 64), SRCALPHA)
            ratio = float(ii) / count
            color.hsla = 60 - ratio * 60, 100, 50, 100 - ratio * 100
            fr = frame.get_rect()
            circle(frame, color, fr.center, 6 + int(ratio * (fr.w / 2 - 6)), 5)
            self.add_frame(frame)
        self.reset()

    def reset(self):
        self.hide()

    def shift_frame(self):
        Sprite.shift_frame(self)
        frameset = self.get_current_frameset()
        if frameset.current_index == frameset.length() - 1:
            self.hide()


class Link(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.background = Sprite(self, 500)
        tile = Surface((2, 2))
        for x in xrange(tile.get_width()):
            for y in xrange(tile.get_height()):
                tile.set_at((x, y), [(255, 255, 0), (228, 228, 228)][(x + y) % 2])
        for jj in xrange(3):
            frame = Surface((self.display_surface.get_width(), 24))
            for x in xrange(0, frame.get_width(), tile.get_width()):
                for y in xrange(0, frame.get_height(), tile.get_height()):
                    frame.blit(tile, (x, y))
            for ii, x in enumerate(xrange(-4, frame.get_width(), 16)):
                colors = [(63, 255, 63), (240, 240, 63), (191, 31, 220)]
                primary_color = colors[(ii - jj) % 3]
                secondary_color = colors[(ii - jj + 1) % 3]
                frame.fill(primary_color, (x, 0, 8, 3))
                frame.fill(secondary_color, (x + 2, 1, 4, 2))
                frame.fill(primary_color, (x, frame.get_height() - 3, 8, 3))
                frame.fill(secondary_color, (x + 2, frame.get_height() - 3, 4,
                                             2))
            self.background.add_frame(frame)
        self.background.location.top = self.parent.pulp.get_rect().bottom

    def update(self):
        self.background.update()


class Paddles(GameChild):

    LEFT, RIGHT = range(2)
    GRATICULES = (((0, 0),),
                  ((.5, 270), (.5, 90)),
                  ((.5, 0), (.5, 180)),
                  ((.5, 45), (.5, 225)),
                  ((.5, 135), (.5, 315)),
                  ((1.0, 0), (0, 0), (1.0, 180)),
                  ((1.0, 45), (0, 0), (1.0, 225)),
                  ((1.0, 135), (0, 0), (1.0, 315)),
                  ((.5774, 0), (.5774, 120), (.5774, 240)))

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.time_filter = self.get_game().time_filter
        self.display_surface = self.get_display_surface()
        self.delegate = self.get_game().delegate
        self.detonate_mine_fx = SoundEffect(self, "detonate", .8)
        self.drop_mine_fx = SoundEffect(self, "drop", .3)
        self.eliminate_phage_fx = SoundEffect(self, "eliminate", 1)
        self.graticule_y = 0
        self.set_background()
        self.set_lattice()
        self.set_paddles()
        self.graticule = Graticule(self)
        self.arrange_graticules(0)
        self.mines = [Mine(self) for _ in xrange(16)]
        self.active_mines = [[], []]
        self.subscribe(self.respond)

    def set_background(self):
        background = self.background = Sprite(self, 120)
        mask = Surface((8, 8), SRCALPHA)
        for x in xrange(mask.get_width()):
            for y in xrange(mask.get_height()):
                mask.set_at((x, y), [(255, 255, 255, 255),
                                     (255, 255, 255, 0)][(x + y) % 2])
        color = Color(0, 0, 0)
        count = 16
        h = 32
        hue_ii = 0
        hue_base = randrange(0, 360)
        for ii in xrange(count):
            frame = Surface((self.display_surface.get_width(), h), SRCALPHA)
            for y in xrange(h):
                hue = 30 * (float(hue_ii) / (count / 2)) + hue_base
                if hue >= 360:
                    hue -= 360
                color.hsla = hue, 100, 50, 100 * (float(y) / h)
                frame.fill(color, (0, y, frame.get_width(), 1))
            hue_ii += 1 if ii < count / 2 else -1
            for x in xrange(0, frame.get_width(), mask.get_width()):
                for y in xrange(0, h, mask.get_height()):
                    frame.blit(mask, (x, y), None, BLEND_RGBA_MIN)
            background.add_frame(frame)
        background.location.bottom = self.get_display_surface().get_rect(). \
                                     bottom

    def set_lattice(self):
        mask = load(self.get_resource("image", "plateau")).convert_alpha()
        tile = Surface((9, 9))
        tw, th = tile.get_size()
        for x in xrange(tw):
            for y in xrange(th):
                tile.set_at((x, y), [(0, 255, 255), (255, 0, 255),
                                     (255, 255, 0)][(x + y) % 3])
        w, h = self.background.location.size
        w += mask.get_width()
        base = Surface((w, h), SRCALPHA)
        for x in xrange(0, w, tw):
            for y in xrange(0, h, th):
                base.blit(tile, (x, y))
        for x in xrange(0, w, mask.get_width()):
            base.blit(mask, (x, 0), None, BLEND_RGBA_MIN)
        lattice = self.lattice = Sprite(self)
        lattice.add_frame(base)
        lattice.location.bottom = self.get_display_surface().get_rect().bottom + 2

    def set_paddles(self):
        image = load(self.get_resource("image", "paddle")).convert_alpha()
        self.paddle_length = image.get_width()
        margin = self.margin = (self.get_display_surface().get_width() / 2) - \
                 self.paddle_length
        surface = Surface((image.get_width() * 2 + margin, image.get_height()))
        key = (255, 0, 255)
        surface.fill(key)
        surface.set_colorkey(key)
        surface.blit(image, (0, 0))
        surface.blit(image, (image.get_width() + margin, 0))
        paddles = self.paddles = Sprite(self, 60)
        count = 8
        color = Color(0, 0, 0)
        for ii in xrange(count):
            color.hsla = randrange(0, 360), 100, \
                         60 + 40 * (float(ii) / (count - 1)), 100
            pixels = PixelArray(surface.copy())
            pixels.replace((255, 255, 255), color)
            frame = pixels.make_surface()
            frame.set_colorkey(key)
            paddles.add_frame(frame)
        ds = self.get_display_surface()
        paddles.add_location()
        self.reset_position()
        self.reset_throttle()

    def reset_position(self):
        self.moving = [False, False]
        ds = self.get_display_surface()
        for ii, location in enumerate(self.paddles.locations):
            location.midbottom = ds.get_rect().centerx, \
                                 ds.get_height() - 15
            if ii == 1:
                location.left += ds.get_width()

    def reset_throttle(self):
        self.throttle = [0, 0]

    def arrange_graticules(self, index=None):
        if index is None:
            index = randrange(1, len(self.GRATICULES))
        if index < 5:
            if index == 3:
                states = self.GRATICULES[index], self.GRATICULES[index + 1]
            elif index == 4:
                states = self.GRATICULES[index], self.GRATICULES[index - 1]
            else:
                states = self.GRATICULES[index], self.GRATICULES[index]
        else:
            if randint(0, 1):
                states = self.GRATICULES[index], self.GRATICULES[0]
            else:
                states = self.GRATICULES[0], self.GRATICULES[index]
        graticule = self.graticule
        graticule.remove_locations()
        initialized = False
        y = self.graticule.location.centery
        for ii, state in enumerate(states):
            if not ii:
                x = self.paddles.location.left + self.paddle_length / 2
            else:
                x = self.paddles.location.right - self.paddle_length / 2
            for offset in state:
                margin = 60
                dx = margin * offset[0] * sin(radians(offset[1]))
                dy = margin * offset[0] * - cos(radians(offset[1]))
                center = int(float(x + dx)), int(float(y + dy))
                if not initialized:
                    graticule.location.center = center
                    graticule.location.side = self.LEFT
                    initialized = True
                else:
                    location = graticule.add_location((0, 0))
                    location.side = ii
                    location.center = center

    def explode_mines(self):
        count = 0
        total_x = 0
        for side in self.active_mines:
            for mine in side:
                count += 1
                total_x += mine.location.centerx
                mine.set_frameset("explode")
        for location in self.graticule.locations:
            location.unhide()
        if count:
            self.detonate_mine_fx.play(float(total_x) / count / \
                                       self.get_display_surface().get_width())

    def respond(self, event):
        if self.parent.active and not self.parent.ending:
            compare = self.delegate.compare
            if compare(event, "left") or compare(event, "left", True):
                self.moving[self.LEFT] = not event.cancel
            elif compare(event, "right") or compare(event, "right", True):
                self.moving[self.RIGHT] = not event.cancel
            elif not self.parent.is_frozen() and \
                     (compare(event, "release-left") or \
                      compare(event, "release-right")):
                side = self.LEFT if event.command == "release-left" else self.RIGHT
                if self.active_mines[side]:
                    outgoing = []
                    count = len(self.active_mines[side])
                    mine_total_x = 0
                    hit = []
                    while self.active_mines[side]:
                        mine = self.active_mines[side][0]
                        mine_total_x += mine.location.centerx
                        center = mine.location.center
                        mine.set_frameset("explode")
                        mine.location.center = center
                        mine.get_current_frameset().reset()
                        for phage in self.parent.rails.phages:
                            px, py = phage.get_center()
                            d = sqrt((px - mine.location.centerx) ** 2 + \
                                     (py - mine.location.centery) ** 2)
                            reach = 100
                            if d < reach:
                                start = phage.health
                                phage.health -= 1.5 * (reach - float(d)) / reach
                                if phage.health < 0:
                                    if phage not in (r[0] for r in outgoing):
                                        for record in hit:
                                            if record[0] == phage:
                                                start = record[1]
                                                hit.remove(record)
                                                break
                                        outgoing.append((phage, start))
                                else:
                                    if phage not in (r[0] for r in hit):
                                        hit.append((phage, start))
                        self.active_mines[side].remove(mine)
                    self.detonate_mine_fx.play(float(mine_total_x) / count / \
                                               self.get_display_surface(). \
                                               get_width())
                    increase = 0
                    phage_total_x = 0
                    for record in outgoing:
                        increase += record[1]
                        phage_total_x += record[0].get_center()[0]
                        record[0].play(record[0].die)
                        # self.parent.rails.phages.remove(record[0])
                    self.parent.pulp.score += increase * len(outgoing) * 10
                    if outgoing:
                        self.eliminate_phage_fx.play(float(phage_total_x) / \
                                                     len(outgoing) / \
                                                     self. \
                                                     display_surface. \
                                                     get_width())
                    for location in self.graticule.locations:
                        if location.side == side:
                            location.unhide()
                    self.throttle[side] = 0
                elif self.throttle[side] > 500:
                    total_x = 0
                    for location in self.graticule.locations:
                        if location.side == side:
                            while True:
                                mine = choice(self.mines)
                                if mine.is_hidden():
                                    mine.unhide()
                                    mine.location.center = location.center
                                    mine.get_current_frameset().reset()
                                    break
                            self.active_mines[side].append(mine)
                            total_x += mine.location.centerx
                            location.hide()
                    self.drop_mine_fx.play(float(total_x) / \
                                           len(self.active_mines[side]) / \
                                           self.get_display_surface(). \
                                           get_width())

    def update(self):
        for ii in xrange(len(self.throttle)):
            self.throttle[ii] += self.time_filter.get_last_frame_duration()
        speed = 8
        if self.moving[self.LEFT]:
            self.paddles.move(-speed)
            self.graticule.move(-speed)
        elif self.moving[self.RIGHT]:
            self.paddles.move(speed)
            self.graticule.move(speed)
        ds = self.get_display_surface()
        if self.paddles.location.right < 0:
            self.paddles.move(ds.get_width())
        elif self.paddles.location.right > ds.get_width():
            self.paddles.move(-ds.get_width())
        y = self.graticule.location.centery
        start = self.parent.link.background.rect.bottom
        end = ds.get_height() - 32
        position = (end - y) / float(end - start)
        dy = self.get_game().interpolator.get_nodeset("shoot").get_y(position)
        self.graticule.move(dy=-dy)
        for location in self.graticule.locations:
            if location.right < 0:
                location.move_ip(ds.get_width(), 0)
            elif location.right > ds.get_width():
                location.move_ip(-ds.get_width(), 0)
            if location.top < self.parent.link.background.rect.bottom:
                location.move_ip(0, ds.get_height() - \
                                 self.parent.link.background.rect.bottom - 32)
        self.lattice.move(-.5)
        if self.lattice.location.right < ds.get_rect().right:
            self.lattice.move(ds.get_rect().right - \
                              self.lattice.location.right + 16)
        self.lattice.update()
        if not self.parent.is_frozen():
            self.graticule.update()
        for mine in self.mines:
            mine.update()
        self.paddles.update()
        self.background.update()


class Graticule(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent, 120)
        surface = Surface((14, 14), SRCALPHA)
        rect = surface.get_rect()
        count = 8
        color_ii = 0
        inner_color, outer_color, bg_color = Color(0, 0, 0), Color(0, 0, 0), \
                                             Color(0, 0, 0)
        mid = count / 2
        for ii in xrange(count):
            inner_color.hsla = 80, 50, 40 + 10 * (float(color_ii) / mid), 100
            hue = randrange(0, 360)
            outer_color.hsla = hue, 100, 50, 100
            bg_color.hsla = randrange(0, 360), 100, 50, 16
            frame = surface.copy()
            circle(frame, bg_color, rect.center, 7)
            circle(frame, inner_color, (rect.centerx, rect.centery + 1), 5)
            circle(frame, outer_color, rect.center, 5)
            circle(frame, inner_color, rect.center, 3)
            circle(frame, (0, 0, 0, 0), (rect.centerx, rect.centery + 1), 2)
            self.add_frame(frame)
            color_ii += -1 if ii >= count / 2 else 1


class Mine(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent, 120)
        surface = Surface((20, 20), SRCALPHA)
        particles = []
        distances = [4, 2, 2, 1, 0, 1, 2, 2, 4]
        radii = [2, 2, 2, 2, 2, 2, 2, 2, 2]
        particle_count = 48
        for ii in xrange(particle_count):
            angle = 360 * float(ii) / particle_count
            distance_ii = ii % len(distances)
            particles.append(Particle(ii, angle, distance_ii))
        frame_count = 18
        cx, cy = 10, 10
        self.add_frameset(name="wait", switch=True)
        for frame_ii in xrange(frame_count):
            frame = surface.copy()
            circle(frame, (255, 255, randint(0, 63), randint(100, 160)),
                   (10, 10), 10)
            for particle in sorted(particles, key=lambda p: p.layer):
                distance = distances[particle.distance_ii]
                x = int(round(cx + distance * sin(radians(particle.angle))))
                y = int(round(cy + distance * - cos(radians(particle.angle))))
                circle(frame, particle.color, (x, y),
                       radii[particle.distance_ii])
                particle.distance_ii += 1
                if particle.distance_ii >= len(distances):
                    particle.distance_ii = 0
                    particle.layer += ((len(particles) / 2 - particle.layer) * \
                                       2 - 1)
                if distance == 0:
                    particle.angle = (particle.angle + 180) % 360
            self.add_frame(frame)
        self.add_frameset(name="explode", switch=True)
        surface = Surface((100, 100), SRCALPHA)
        thickness = 6
        color = Color(0, 0, 0)
        for radius in xrange(6, 50, 2):
            frame = surface.copy()
            ratio = float(radius - 6) / (50 - 6)
            color.hsla = 60 * (1 - ratio), 80 + 10 * (1 - ratio), \
                         75 + 18 * (1 - ratio), thickness * 30 * (100 / 255.0)
            circle(frame, color, (50, 50), radius, max(1, int(thickness)))
            thickness -= .2
            self.add_frame(frame)
        self.set_frameset("wait")
        self.hide()

    def shift_frame(self):
        Sprite.shift_frame(self)
        frameset = self.get_current_frameset()
        if frameset.name == "explode":
            if frameset.current_index == frameset.length() - 1:
                self.set_frameset("wait")
                self.hide()


class Particle:

    def __init__(self, ii, angle, distance_ii):
        self.color = Color(0, 0, 0)
        self.color.hsla = 0, 0, randint(0, 100), 100
        self.color = choice([(27, 27, 27), (255, 63, 63), (63, 63, 255),
                             (255, 255, 255)])
        self.angle = angle
        self.layer = ii
        self.distance_ii = distance_ii


class Rails(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.depth = self.display_surface.get_height() + 4
        self.stray = 128
        self.view_y = 0
        interpolator = self.get_game().interpolator
        self.spawn_nodeset = interpolator.get_nodeset("spawn")
        self.step_nodeset = interpolator.get_nodeset("step")
        margin = 32
        limit = self.display_surface.get_width() - margin
        step = (limit - margin) / 16
        for x in xrange(48, limit, step):
            self.append(Rail(self, x,
                             x > self.display_surface.get_rect().centerx))
        deviations = self.deviations = []
        ii = 1
        while True:
            nodeset = self.get_game().interpolator.get_nodeset("deviation-" + \
                                                               str(ii))
            ii += 1
            if nodeset:
                deviations.append(nodeset)
            else:
                break
        self.set_deviation()
        self.reset()

    def set_deviation(self):
        self.deviation = choice(self.deviations)
        self.set_background()

    def reset(self):
        self.increase_spawn_rate()
        self.clear_phages()

    def clear_phages(self):
        self.phages = []

    def increase_spawn_rate(self):
        self.spawn_rate = self.spawn_nodeset.get_y(self.parent.wave)
        self.phage_step = self.step_nodeset.get_y(self.parent.wave)

    def set_background(self):
        end = self.parent.link.background.location.bottom
        length = self.depth - end
        color = Color(0, 0, 0)
        background = self.background = \
                     Surface(self.get_display_surface().get_size())
        background.set_colorkey((0, 0, 0))
        for ii, y in enumerate(xrange(self.depth, end - 5, -5)):
            dx = self.stray * self.deviation.get_y(float(ii * 5) / length)
            px = self.stray * self.deviation.get_y(float((ii - 1) * 5) / length)
            hue = min(360, int(360 * float(ii * 5) / length))
            color.hsla = hue, 100, 40, 100
            for rail in self:
                modifier = rail.get_modifier()
                line(background, color, (rail.x + px * modifier, y),
                     (rail.x + dx * modifier, y))

    def update(self):
        if random() < self.spawn_rate:
            self.phages.append(Phage(self, choice(self)))
        height = 20
        self.display_surface.blit(self.background, (0, self.view_y),
                                  (0, self.view_y,
                                   self.display_surface.get_width(), height))
        self.view_y -= 3
        if self.view_y + height < self.parent.link.background.location.bottom:
            self.view_y = self.display_surface.get_height() - height
        for phage in self.phages:
            phage.update()


class Rail(GameChild):

    def __init__(self, parent, x, mirrored):
        GameChild.__init__(self, parent)
        self.x = x
        self.mirrored = mirrored

    def get_modifier(self):
        return -1 if self.mirrored else 1


class Phage(Animation):

    TRANSPARENT_COLOR = (255, 0, 255)

    def __init__(self, parent, rail):
        Animation.__init__(self, parent, self.die, 50)
        self.rail = rail
        self.t = 0
        self.health = 1
        body = self.body = []
        self.yr = self.parent.parent.link.background.location.bottom, \
                  self.parent.depth
        for size in xrange(4, 0, -1):
            segment = Sprite(self, 500)
            for ii in xrange(2):
                surface = Surface((size, size))
                surface.fill([(255, 255, 255), (31, 31, 31)][(size + ii) % 2])
                surface.set_colorkey(self.TRANSPARENT_COLOR)
                segment.add_frame(surface)
            body.append(segment)
        center = self.parent.phage_step
        self.step = random() * .004 - .002 + center

    def get_center(self):
        return self.body[0].location.midbottom

    def die(self):
        for segment in self.body:
            alpha = segment.alpha - 48
            if alpha <= 0:
                self.parent.phages.remove(self)
                self.halt()
                break
            else:
                for _ in xrange(10):
                    w, h = segment.location.size
                    segment.get_current_frame().set_at((randrange(0, w),
                                                        randrange(0, h)),
                                                       self.TRANSPARENT_COLOR)
                segment.set_alpha(alpha)

    def update(self):
        if not self.is_playing():
            step = self.parent.phage_step * self.health
            self.t += step
            yr = self.yr
            for ii, segment in sorted(enumerate(self.body), key=lambda b: b[0],
                                      reverse=True):
                dx = self.parent.deviation.get_y(self.t - ii * step) * \
                     self.parent.stray * self.rail.get_modifier()
                segment.location.center = self.rail.x + dx, \
                                          yr[1] - (yr[1] - yr[0]) * (self.t - \
                                                                     step * ii)
                segment.update()
        else:
            for segment in self.body:
                segment.update()
        Animation.update(self)


class Oracle(Animation):

    def __init__(self, parent):
        Animation.__init__(self, parent)
        self.time_filter = self.get_game().time_filter
        self.display_surface = self.get_display_surface()
        # self.line_appears_fx = SoundEffect(self, "no")
        screens = self.screens = []
        for ii in xrange(2):
            surface = Surface((48, 48), SRCALPHA)
            surface.fill((127, 127, 127, 127))
            screens.append(surface)
        lines = self.lines = []
        for ii in xrange(2):
            line = Surface((36, 6))
            line.fill((31, 31, 31))
            if ii == 1:
                key = (255, 0, 255)
                line.set_colorkey(key)
                line.fill(key, (14, 0, 8, 6))
            lines.append(line)
        self.animals = Animals(self)
        self.coins = [Coin(self, ii) for ii in xrange(3)]
        self.register(self.display_indicator)
        self.clear()

    def display_indicator(self):
        self.clear_screens()
        self.parent.parent.book.hide_explanations()
        response = choice(self.parent.parent.book)
        response.show_indicator()
        response.show_explanation()
        response.explanation.halt()

    def clear_screens(self):
        for screen in self.screens:
            screen.fill(screen.get_at((0, 0)))

    def clear(self):
        self.hexagram = []
        self.flips = 0
        self.flip_elapsed = 0
        self.wait_elapsed = 0
        self.waiting = False
        self.clear_screens()
        for coin in self.coins:
            coin.hide()
        self.animals.hide()
        self.halt()

    def update(self):
        if not self.parent.is_frozen() and not self.waiting:
            if self.flips == 0:
                for coin in self.coins:
                    coin.unhide()
                    coin.set_frameset(0)
            if len(self.hexagram) == 6:
                self.clear()
                self.parent.parent.book.hide_indicators()
                for hexagram in self.parent.parent.book:
                    explanation = hexagram.explanation
                    if not explanation.is_hidden():
                        frameset = explanation.get_current_frameset()
                        frameset.current_index = frameset.length() - 1
                        hexagram.explanation.play()
                self.parent.increase_wave()
                self.flip_elapsed = 0
            else:
                flip_length = 1500
                self.flip_elapsed += self.time_filter.get_last_frame_duration()
                if self.flip_elapsed > flip_length:
                    self.coins[self.flips].end_flip()
                    self.flips += 1
                    self.flip_elapsed -= flip_length
                    if self.flips == 3:
                        self.hexagram.append(Result(self.coins))
                        if len(self.hexagram) == 3:
                            self.animals.send(self.hexagram)
                        elif len(self.hexagram) == 6:
                            self.play(self.display_indicator, delay=1000,
                                      play_once=True)
                        self.flips = 0
                        self.waiting = True
                        # self.line_appears_fx.play()
        elif self.waiting:
            self.wait_elapsed += self.time_filter.get_last_frame_duration()
            if self.wait_elapsed > 7500:
                self.waiting = False
                self.wait_elapsed = 0
        ow, oh = 32, 16
        if self.parent.parent.book.are_indicators_hidden():
            for ii, result in enumerate(self.hexagram):
                screen = self.screens[ii / 3]
                screen.blit(self.lines[result.get_line_index()],
                            (6, 5 + ((2 - ii) % 3) * 16))
        for ii, screen in enumerate(self.screens):
            rect = screen.get_rect()
            if ii == 0:
                rect.topleft = (ow, oh)
            else:
                rect.topright = self.display_surface.get_width() - ow, oh
            self.display_surface.blit(screen, rect)
        for coin in self.coins:
            coin.update()
        Animation.update(self)


class Animals(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.collect_token_fx = SoundEffect(self, "power-up", .7)
        font = Font(self.get_resource("display", "font"), 18)
        color = Color(0, 0, 0)
        for glyph in [u"馬", u"羊", u"雉", u"龍", u"雞", u"豕", u"狗", u"牛"]:
            animal = Sprite(self, 80)
            for ii in xrange(3):
                hue = int(360 * float(ii) / 3)
                for jj in xrange(8):
                    lightness = 20 + 80 * float(jj + 1) / 8
                    w, h = font.size(glyph)
                    frame = Surface((w + 2, h + 2), SRCALPHA)
                    color.hsla = hue, 80, lightness, 100
                    frame.blit(font.render(glyph, True, color), (0, 0))
                    frame.blit(font.render(glyph, True, color), (1, 0))
                    frame.blit(font.render(glyph, True, color), (2, 0))
                    frame.blit(font.render(glyph, True, color), (2, 1))
                    frame.blit(font.render(glyph, True, color), (2, 2))
                    frame.blit(font.render(glyph, True, color), (1, 2))
                    frame.blit(font.render(glyph, True, color), (0, 2))
                    frame.blit(font.render(glyph, True, color), (0, 1))
                    color.hsla = (hue + 60) % 360, 100, lightness, 100
                    frame.blit(font.render(glyph, True, color), (1, 1))
                    animal.add_frame(frame)
            paddles = self.parent.parent.paddles
            animal.add_location(count=3)
            self.append(animal)
        self.hide()

    def hide(self):
        self.in_motion = None
        for animal in self:
            animal.hide()

    def send(self, hexagram):
        index = sum(2 ** ii * x for ii, x in \
                    enumerate(reversed([r.get_binary() for r in hexagram])))
        in_motion = self.in_motion = self[index]
        for location in in_motion.locations:
            location.bottom = self.parent.parent.link.background. \
                              location.bottom
        in_motion.unhide()

    def update(self):
        if self.in_motion:
            paddles = self.parent.parent.paddles
            for ii, location in enumerate(self.in_motion.locations):
                location.centerx = paddles.paddles.location.left + \
                                   paddles.paddle_length / 2
                if ii / 2:
                    location.centerx += self.get_display_surface().get_width()
                if ii % 2:
                    location.centerx += paddles.paddle_length + paddles.margin
            if self.in_motion.location.colliderect(paddles.paddles.location):
                paddles.arrange_graticules(self.index(self.in_motion) + 1)
                self.collect_token_fx.play(paddles.paddles.location.centerx / \
                                           float(self.get_display_surface().\
                                                 get_width()))
                self.hide()
            else:
                self.in_motion.move(dy=4)
                self.in_motion.update()


class Coin(Sprite):

    HEADS, TAILS = "heads", "tails"

    def __init__(self, parent, ii):
        Sprite.__init__(self, parent)
        key = (255, 0, 255)
        w = 8
        for frame_ii in xrange(w):
            frame = Surface((w, w))
            frame.fill(key)
            frame.set_colorkey(key)
            x = [0, 1, 2, 3, 3, 2, 1, 0][frame_ii]
            rect = (x, 0, (w / 2 - x) * 2, w)
            thickness = 0 if frame_ii < (w / 2) else 1
            ellipse(frame, (160, 120, 40), rect)
            ellipse(frame, (200, 150, 60), rect, thickness)
            self.add_frame(frame)
        self.add_frameset([0], name=self.HEADS)
        self.add_frameset([w - 1], name=self.TAILS)
        self.add_frameset(xrange(w), name="flipping")
        self.location.top = 36
        self.location.centerx = 20 * (ii - 3 / 2.0 + .5) + \
                                self.display_surface.get_rect().centerx
        self.hide()

    def end_flip(self):
        if randint(0, 1):
            self.side = self.HEADS
        else:
            self.side = self.TAILS
        self.set_frameset(self.side)


class Result:

    def __init__(self, coins):
        total = 0
        for coin in coins:
            if coin.side == coin.HEADS:
                total += 3
            else:
                total += 2
        self.total = total

    def get_line_index(self):
        return 0 if self.total in [7, 9] else 1

    def get_binary(self):
        return 0 if self.total in [7, 9] else 1
52.14.91.107
52.14.91.107
52.14.91.107
 
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!