from array import array

from pygame.mixer import Sound, get_init

class Samples(Sound):

    def __init__(self):
        self.set_amplitude()
        Sound.__init__(self, self.build())

    def set_amplitude(self):
        self.amplitude = (1 << (self.get_sample_width() * 8 - 1)) - 1

    def get_sample_width(self):
        return abs(get_init()[1] / 8)

    def build(self):
        pass

    def get_empty_array(self, length):
        return array(self.get_array_typecode(), [0] * length)

    def get_array_typecode(self):
        return [None, "b", "h"][self.get_sample_width()]
from pgfw.Setup import Setup

if __name__ == "__main__":
    Setup().setup()
from pgfw.SetupWin import SetupWin

if __name__ == "__main__":
    SetupWin().setup()
use feature "say";

package Song;

sub new
{
    my $class = shift;
    my $self = bless {frame_duration => $ARGV[2], step => $ARGV[1]}, $class;
    $self->loadImages();
    $self;
}

sub loadImages
{
    my $self = shift;
    $self->loadBackground();
    $self->loadGradient();
    $self->loadBorder();
    $self->loadMask();
    $self->buildFrames();
}

sub loadBackground
{
    my $self = shift;
    my $background = Image::Magick->new;
    $background->Read($ARGV[3]);
    $self->{background} = $background;
}

sub loadGradient
{
    my $self = shift;
    my $gradient = Image::Magick->new;
    $gradient->Read($ARGV[4]);
    $self->{gradient} = $gradient;
}

sub loadBorder
{
    my $self = shift;
    my $border = Image::Magick->new;
    $border->Read($ARGV[5]);
    $self->{border} = $border;
}

sub loadMask
{
    my $self = shift;
    my $mask = Image::Magick->new;
    $mask->Read($ARGV[0]);
    $self->{mask} = $mask;
}

sub buildFrames
{
    my $self = shift;
    my @frames;
    my $strip = $self->{mask};
    my $strip_width = $strip->Get("width");
    my $background = $self->{background};
    my $background_width = $background->Get("width");
    my $background_height = $background->Get("height");
    my $mask_size = $background_width . "x" . $background_height;
    my $points = [0, 0, 0, 0,
		  $background_width, 0, $background_width, 0,
		  0, $background_height, 3, $background_height - 2,
		  $background_width, $background_height, $background_width - 3, $background_height - 2];
    my $x = 0;
    while ($x > -$strip_width)
    {
	my $frame = $background->Clone();
	my $mask = Image::Magick->new(size=>$mask_size);
	$mask->Read("canvas:none");
	$mask->Composite(image=>$strip, x=>$x);
	if ($strip_width + $x < $background_width)
	{
	    $mask->Composite(image=>$strip, x=>$strip_width + $x);
	}
	$frame->Composite(image=>$self->{gradient}, mask=>$mask);
	$frame->Composite(image=>$self->{border});
	$frame->Distort(method=>"Perspective", points=>$points,
			"virtual-pixel"=>"transparent");
	$frame->Trim();
	push @frames, $frame;
	$x -= $self->{step};
    }
    $self->{frames} = \@frames;
}

sub write
{
    my $self = shift;
    $directory = "new/";
    mkdir $directory;
    my $frames = $self->{frames};
    my $index;
    for (0..@{$frames} - 1)
    {
	$index = sprintf("%02d", $_);
	$name = $directory . $index . "-" . $self->{frame_duration} . ".gif";
	@{$frames}[$_]->Write($name);
	$self->convertToPNG($name);
    }
}

sub convertToPNG
{
    my $self = shift;
    my $name = shift;
    my $img = Image::Magick->new;
    $img->Read($name);
    unlink $name;
    $name =~ s/gif/png/;
    $img->Write($name);
}

1;
#!/usr/bin/perl

use strict;
use warnings;

use feature "say";

use Data::Dumper;
use CGI;

require "writeAnimation.pl";

generate();

sub generate
{
    my $cgi = CGI->new;
    say $cgi->header();
    my $params = $cgi->Vars;
    say "<pre>";
    if (!$params->{"type"})
    {
	say Dumper($params);
	say "No image type specified";
    }
    else
    {
	writeAnimation($params);
    }
    say "</pre>";
}
use strict;
use warnings;
use feature "say";

use Data::Dumper;
use Animation::Imitation;

sub writeAnimation
{
    my $arguments = shift;
    my $animation;
    for ($arguments->{"type"})
    {
	if (/^im.*/ || /^1$/)
	{
	    $animation = Animation::Imitation->new($arguments);
	}
    }
    $animation->write();
}

1;
216.73.216.211
216.73.216.211
216.73.216.211
 
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