from food_spring.level.Level import Level

class Pineapple(Level):

    def __init__(self, parent):
        Level.__init__(self, parent, parent.PINEAPPLE)
from random import randint

from lib.pgfw.pgfw.GameChild import GameChild
from food_spring.level.platform.Platform import Platform

class Platforms(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.edge = self.display_surface.get_width()
        self.load_configuration()
        self.reset()

    def load_configuration(self):
        config = self.get_configuration("platform")
        self.gap_range = config["gap"]
        self.width_range = config["width"]
        self.first_gap = config["first-gap"]
        self.buffer = config["buffer"]

    def reset(self):
        list.__init__(self, [])
        self.add_first()
        self.populate()

    def add_first(self):
        gap = self.first_gap
        self.append(Platform(self, self.edge, -gap))
        self.add_platform(gap)

    def populate(self):
        while self.get_end() < self.edge:
            self.add_platform()

    def get_end(self):
        if not self:
            return 0
        return self[-1].rect.right

    def add_platform(self, gap=None):
        if gap is None:
            gap = randint(*self.gap_range)
        x = self.get_end() + gap
        self.append(Platform(self, randint(*self.width_range), x))

    def update(self):
        self.retire_platforms()
        self.populate()
        for platform in self:
            platform.update()

    def retire_platforms(self):
        for platform in self:
            if platform.rect.right < -self.buffer:
                self.remove(platform)
from random import randint

from pygame import Surface
from pygame.draw import line

from lib.pgfw.pgfw.Sprite import Sprite

class Platform(Sprite):

    def __init__(self, parent, width, x):
        Sprite.__init__(self, parent)
        self.width = width
        self.load_configuration()
        self.rect.topleft = x, self.display_surface.get_height() - self.height
        self.add_frame()

    def load_configuration(self):
        config = self.get_configuration("platform")
        self.height = config["height"]
        self.thickness = config["thickness"]

    def add_frame(self):
        surface = Surface((self.width, self.thickness))
        surface.fill(self.parent.parent.background_color)
        self.draw_borders(surface)
        Sprite.add_frame(self, surface)

    def draw_borders(self, surface):
        width, height = surface.get_size()
        color = (255, 255, 255)
        line(surface, color, (0, 0), (width - 1, 0))
        line(surface, color, (0, 0), (0, height - 1))
        line(surface, color, (width - 1, 0), (width - 1, height))
        line(surface, color, (0, height - 1), (width - 1, height - 1))

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

from pygame import Surface, Color

from lib.pgfw.pgfw.Sprite import Sprite

class Star(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent, randint(100, 1000))
        self.load_configuration()
        self.add_frames()
        self.place()

    def load_configuration(self):
        config = self.get_configuration("stars")
        self.size = config["size"]
        self.saturation = config["saturation"]

    def add_frames(self):
        size = randint(*self.size)
        color = Color(0, 0, 0)
        hue = randint(0, 360)
        for _ in xrange(10):
            color.hsla = hue, randint(*self.saturation), randint(0, 100), 100
            surface = Surface((size, size))
            surface.fill(color)
            self.add_frame(surface)

    def place(self):
        width, height = self.display_surface.get_size()
        self.location.center = randrange(0, width), randrange(0, height)
from random import randint

from lib.pgfw.pgfw.GameChild import GameChild
from food_spring.level.stars.Star import Star

class Stars(GameChild, list):

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

    def load_configuration(self):
        config = self.get_configuration("stars")
        self.count = config["count"]

    def populate(self):
        for _ in xrange(randint(*self.count)):
            self.append(Star(self))

    def update(self):
        for star in self:
            star.update()
from food_spring.level.Level import Level

class Watermelon(Level):

    def __init__(self, parent):
        Level.__init__(self, parent, parent.WATERMELON)
from lib.pgfw.pgfw.GameChild import GameChild
from food_spring.level.door.Foreground import Foreground
from food_spring.level.door.Background import Background

class Door(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.foreground = Foreground(self)
        self.background = Background(self)

    def reset(self):
        self.foreground.reset()
        self.background.reset()
216.73.216.55
216.73.216.55
216.73.216.55
 
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