from pygame.time import get_ticks

from lib.pgfw.pgfw.GameChild import GameChild

class Timer(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.reset()
        self.limit = 300000

    def reset(self):
        self.elapsed = 0
        self.stop()

    def start(self):
        self.running = True
        self.last_ticks = get_ticks()

    def stop(self):
        self.running = False

    def get_remaining(self):
        return self.limit - self.elapsed

    def get_ratio_remaining(self):
        return float(self.get_remaining()) / self.limit

    def update(self):
        if self.running:
            ticks = get_ticks()
            self.elapsed += ticks - self.last_ticks
            self.last_ticks = ticks
            if self.elapsed >= self.limit:
                self.reset()
from pygame import Surface
from pygame.font import Font
from pygame.draw import line
from pygame.locals import *

from lib.pgfw.pgfw.Game import Game
from food_spring.Types import Types
from food_spring.gaia.Gaia import Gaia
from food_spring.Spanky import Spanky
from food_spring.introduction.Introduction import Introduction
from food_spring.Timer import Timer
from food_spring.title.Title import Title
from food_spring.level.Levels import Levels
from food_spring.home.Home import Home
from food_spring.Siphon import Siphon
from food_spring.gun.GunLibrary import GunLibrary

class FoodSpring(Game):

    def __init__(self):
        Game.__init__(self, type_declarations=Types())
        if self.check_command_line("-mute"):
            self.audio.mute()
        self.input.register_any_press_ignore(keys=[K_LALT, K_RALT, K_F4])
        self.activate()
        self.subscribe(self.respond)

    def respond(self, event):
        if self.delegate.compare(event, "reset-game"):
            for child in (self.home, self.timer):
                self.call("deactivate", child)
                self.call("reset", child)
            self.activate()

    def call(self, method, obj):
        if hasattr(obj, method):
            attribute = getattr(obj, method)
            if callable(attribute):
                attribute()

    def activate(self):
        self.home.activate()

    def set_children(self):
        Game.set_children(self)
        self.gaia = Gaia(self)
        self.spanky = Spanky(self)
        self.timer = Timer(self)
        self.gun_library = GunLibrary(self)
        self.siphon = Siphon(self)
        self.levels = Levels(self)
        self.home = Home(self)

    def update(self):
        self.timer.update()
        self.home.update()
        self.levels.update()
        self.draw_time()

    def draw_time(self):
        if self.check_command_line("-timer"):
            surface = Font(None, 18).render(str(self.timer.get_remaining() / 1000),
                                            False, (0, 0, 0),
                                            (255, 255, 255))
            self.get_display_surface().blit(surface, (0, 0))
from os.path import join
from glob import glob

from pygame import Surface
from pygame.image import load

from lib.pgfw.pgfw.Sprite import Sprite

class Spanky(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_configuration()
        self.load_from_path(self.get_resource(self.root), True, False)
        self.set_framesets()
        self.set_frameset("jump")

    def load_configuration(self):
        config = self.get_configuration("spanky")
        self.root = config["path"]
        self.jump_order = config["jump-order"]
        self.jump_framerate = config["jump-framerate"]
        self.wag_order = config["wag-order"]
        self.wag_framerate = config["wag-framerate"]
        self.walk_order = config["walk-order"]
        self.walk_framerate = config["walk-framerate"]

    def set_framesets(self):
        for verb in ("jump", "wag", "walk"):
            self.add_frameset(getattr(self, verb + "_order"),
                              getattr(self, verb + "_framerate"), verb)
from os.path import join
from random import randint, randrange, choice
from math import sin, cos, radians, ceil
from collections import deque

from pygame import Surface, Rect, PixelArray
from pygame.image import load
from pygame.mask import from_surface
from pygame.draw import line, aaline
from pygame.transform import rotate
from pygame.locals import *

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

class Siphon(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.time_filter = self.get_game().time_filter
        self.color_index = 0
        self.load_configuration()
        self.set_roots()
        self.cancel()
        self.set_nodesets()
        self.set_score()
        self.set_badges()

    def load_configuration(self):
        self.badge_size = 60, 44
        self.stem_width = 30
        self.set_colors()

    def set_colors(self):
        components = self.get_configuration("siphon", "root-colors")
        colors = self.colors = []
        for ii in xrange(0, len(components), 6):
            colors.append((components[ii:ii + 3], components[ii + 3:ii + 6]))

    def set_roots(self):
        roots = self.roots = Roots(self, Roots.HORIZONTAL)
        roots.add_initial(self.stem_width)
        roots.init_surfaces(Rect(0, 0, self.stem_width, self.badge_size[1]))

    def cancel(self):
        self.contracting = False
        self.releasing = False
        self.release_elapsed = 0
        self.angle_deviation = 0

    def set_nodesets(self):
        interpolator = self.get_game().interpolator
        self.release_nodeset = interpolator.get_nodeset("release")

    def set_score(self):
        self.score = [[0, 0, 0] for _ in xrange(5)]

    def set_badges(self):
        self.badges = [Badge(self.roots, ii, self.badge_size) for ii in \
                       xrange(5)]
        self.set_badge()

    def set_badge(self):
        points = self.get_points()
        for ii, score in enumerate((2000, 5000, 10000, 16000)):
            if points < score:
                break
        self.roots.set_badge(self.badges[ii])

    def get_points(self):
        points = 0
        bases = 100, 200, 400, 800, 1600
        for ii, level in enumerate(self.score):
            base = bases[ii]
            for jj in xrange(max(level)):
                points += base * ((level[0] > jj) + (level[1] > jj) + \
                                  (level[2] > jj))
                base *= .9
        return int(points)

    def set_level(self, index=0):
        self.cancel()
        self.level = self.parent.levels[index]
        self.planet_rect = self.level.planet.location
        self.color_index = index
        self.roots.place()
        for badge in self.badges:
            badge.place()
        self.roots.gradient.set_tiles()
        self.roots.gradient.set_frames()
        self.draw_nodes()

    def draw_nodes(self):
        roots = self.roots
        roots.clear_root_surface()
        for node in roots.get_initial():
            y = self.get_initial_y(node.id)
            end = node.length, y
            self.draw_line((0, y), end)
            self.draw_children(node, end)

    def get_initial_y(self, node_id):
        modifier = -1 if node_id % 2 else 1
        return self.roots.rect.h / 2 + modifier * 10 * ((node_id + 1) / 2)

    def draw_line(self, start, end, alpha=180):
        line(self.roots.root_surface, self.get_current_colors()[0], start, end,
             3)
        aaline(self.roots.root_surface, (255, 255, 255), start, end, 1)

    def get_current_colors(self):
        return self.colors[self.color_index]

    def draw_children(self, node, start, depth=1):
        for child in node.children:
            end = self.get_offset_point(start, child.angle, child.length, True,
                                        depth)
            self.draw_line(start, end)
            self.draw_children(child, end, depth + 1)

    def get_offset_point(self, start, angle, length, deviate=False, depth=1):
        if deviate:
            angle -= self.angle_deviation * (angle - .8 ** depth * angle)
        return int(round(start[0] + cos(radians(angle)) * length)), \
               int(round(start[1] + sin(radians(angle)) * length))

    def add(self, level):
        offset = 70
        length = [40, 52, 66, 84, 100][level]
        for _ in xrange(25):
            parent = self.get_random_parent()
            for _ in xrange(3):
                angle = randint(parent.angle - offset, parent.angle + offset)
                if abs(angle) < 87 and (not parent.children or
                                        abs(parent.children[0].angle - angle) >
                                        45):
                    end = self.get_offset_point(self.get_end(parent), angle,
                                                length)
                    if self.check_end(end):
                        self.increase_score(level)
                        roots = self.roots
                        roots.add(length, angle, parent)
                        self.resize_roots_rect(end)
                        self.roots.init_surfaces(roots.rect)
                        self.draw_nodes()
                        return True

    def get_random_parent(self):
        node = self.roots[randrange(0, self.roots.initial_count)]
        while node.children:
            if len(node.children) == 1:
                if randint(0, 1):
                    break
            node = choice(node.children)
        return node

    def get_end(self, node):
        path = [node]
        while node.parent is not None:
            path.append(node.parent)
            node = node.parent
        x, y = node.length, self.get_initial_y(path.pop().id)
        while path:
            node = path.pop()
            x, y = self.get_offset_point((x, y), node.angle, node.length)
        return x, y

    def check_end(self, end):
        roots = self.roots.rect
        planet = self.planet_rect
        offset = end[0] + roots.left - planet.left, \
                 end[1] + roots.top - planet.top
        if planet.move(-planet.left, -planet.top).collidepoint(offset):
            return self.level.planet.frames[0].get_at(offset)[3] == 255

    def increase_score(self, level):
        self.score[level][randint(0, 2)] += 1
        self.set_badge()

    def resize_roots_rect(self, end):
        roots = self.roots.rect
        if end[0] > roots.w:
            roots.w = end[0]
        if end[1] < 0:
            roots.inflate_ip(0, -end[1] * 2)
        elif end[1] > roots.h:
            roots.inflate_ip(0, (end[1] - roots.h) * 2)

    def contract(self):
        self.contracting = True
        self.releasing = False
        self.charge_elapsed = 0
        self.roots.gradient.reverse()

    def release(self):
        if self.contracting:
            self.contracting = False
            self.releasing = True
            self.release_elapsed = 0
            self.roots.gradient.reverse()

    def update(self):
        self.update_angle_deviation()
        if self.contracting or self.releasing:
            self.draw_nodes()
        self.roots.update()

    def update_angle_deviation(self):
        if self.contracting:
            self.angle_deviation = self.level.food.charge
        elif self.releasing:
            self.release_elapsed += self.time_filter.get_last_frame_duration()
            if self.release_elapsed > self.release_nodeset.get_length():
                self.releasing = False
                self.angle_deviation = 0
            else:
                self.angle_deviation = self.release_nodeset.get_y(
                    self.release_elapsed) * self.level.food.submitted_charge


class Roots(GameChild, list):

    HORIZONTAL, VERTICAL = range(2)

    def __init__(self, parent, orientation):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.orientation = orientation
        self.gradient = Gradient(self, 200)

    def add(self, length, angle, parent=None):
        self.append(Node(len(self), length, angle, parent))
        if parent is not None:
           parent.add_child(self[-1])

    def add_initial(self, length):
        count = self.initial_count = 5
        for ii in xrange(count):
            self.add(length, 0)

    def get_initial(self):
        return self[:self.initial_count]

    def init_surfaces(self, rect):
        surface = self.surface = Surface(rect.size)
        surface.set_colorkey((0, 0, 0))
        self.root_surface = Surface(rect.size)
        self.rect = rect
        self.gradient.set_frames()

    def set_badge(self, badge):
        self.badge = badge

    def clear_root_surface(self):
        self.root_surface.fill((0, 0, 0))

    def place(self):
        base = self.parent.level.planet.location
        self.rect.midleft = base.left - self.parent.stem_width + 2, \
                            base.centery

    def update(self):
        self.badge.update()
        self.gradient.update()
        self.surface.blit(self.root_surface, (0, 0), None, BLEND_MIN)
        self.display_surface.blit(self.surface, self.rect)


class Node:

    def __init__(self, id, length, angle, parent=None):
        self.id, self.length, self.angle, self.parent = id, length, angle, \
                                                        parent
        self.children = []

    def add_child(self, child):
        self.children.append(child)


class Gradient(Sprite):

    def __init__(self, parent, framerate):
        Sprite.__init__(self, parent, framerate)
        self.set_tiles()

    def set_tiles(self):
        tile_rect = Rect(0, 0, 16, 16)
        colors = self.get_colors()
        tiles = self.tiles = []
        segment_count = len(colors)
        segment_width = int(ceil(float(tile_rect.w) / segment_count))
        for _ in xrange(segment_count):
            frame = Surface(tile_rect.size)
            x = 0
            for color in colors:
                frame.fill(color, (x, 0, segment_width, tile_rect.h))
                x += segment_width
            colors.rotate()
            if self.parent.orientation == Roots.VERTICAL:
                frame = rotate(frame, 90)
            tiles.append(frame)

    def get_colors(self):
        count = 8
        base_color = Color(*self.parent.parent.get_current_colors()[1])
        bh, bs, bl, ba = base_color.hsla
        bs_step = (100 - bs) / float(count - 1)
        bl_step = (100 - bl) / float(count - 1)
        colors = deque()
        for _ in xrange(count):
            color = Color(0, 0, 0)
            color.hsla = map(int, (bh, min(100, bs), min(100, bl), ba))
            colors.append(color)
            bs += bs_step
            bl += bl_step
        return colors

    def set_frames(self):
        self.display_surface = self.parent.surface
        index = 0 if not self.frames else \
                self.get_current_frameset().get_current_id()
        self.clear_frames()
        rect = self.parent.rect
        surface = Surface(rect.size)
        if self.parent.orientation == Roots.VERTICAL:
            surface = rotate(surface, 90)
            rect = surface.get_rect()
        for tile in self.tiles:
            frame = surface.copy()
            for x in xrange(0, rect.w, tile.get_width()):
                for y in xrange(0, rect.h, tile.get_height()):
                    frame.blit(tile, (x, y))
            self.add_frame(frame)
        for _ in xrange(index):
            self.shift_frame()


class Badge(Animation):

    def __init__(self, parent, level, size):
        Animation.__init__(self, parent)
        self.level = level
        self.rect = Rect((0, 0), size)
        self.display_surface = self.get_display_surface()
        self.background_color = Color(255, 222, 222)
        self.set_background()
        self.set_guns()
        self.register(self.shift)
        self.play(self.shift, 120)

    def set_background(self):
        width = 1
        rect = self.rect
        surface = Surface(rect.size)
        colors = (0, 0, 0), (255, 255, 255)
        for ii, x in enumerate(xrange(0, rect.w, width)):
            surface.fill(colors[ii % 2], (x, 0, width, rect.h))
        self.background = surface
        self.surface = Surface(surface.get_size())

    def set_guns(self):
        width = 0
        margin = 5
        images = []
        for guns in self.parent.parent.parent.gun_library:
            image = guns[self.level].frames[0].copy()
            mask = from_surface(image)
            pixels = PixelArray(image)
            for x in xrange(len(pixels)):
                for y in xrange(len(pixels[0])):
                    if mask.get_at((x, y)):
                        pixels[x][y] = (0, 0, 0)
                    else:
                        pixels[x][y] = (255, 255, 255)
            del pixels
            width += image.get_width() + margin
            images.append(image)
        self.img = images[0]
        surface = Surface((width, self.rect.h))
        surface.fill((255, 255, 255))
        x = 0
        for image in images:
            rect = image.get_rect()
            rect.midleft = x, self.rect.h / 2
            if self.level == 0:
                rect.centery += 3
            surface.blit(image, rect)
            x += image.get_width() + margin
        self.gun_surface = surface
        self.gun_rect = surface.get_rect()
        self.gun_rect.right = self.rect.w

    def shift(self):
        rect = self.gun_rect
        rect.move_ip(2, 0)
        if rect.left >= rect.w:
            rect.left -= rect.w

    def place(self):
        if self.parent.orientation == Roots.HORIZONTAL:
            self.rect.midright = self.parent.rect.midleft
        else:
            self.rect.midtop = self.parent.rect.midbottom

    def update(self):
        Animation.update(self)
        gr = self.gun_rect
        self.surface.fill(self.background_color)
        self.background.set_colorkey((255, 255, 255))
        self.surface.blit(self.background, (0, 0))
        self.surface.blit(self.gun_surface, gr, None, BLEND_MIN)
        self.surface.blit(self.gun_surface, gr.move(-gr.w, 0), None, BLEND_MIN)
        self.display_surface.blit(self.surface, self.rect)
        h, s, v, a = self.background_color.hsva
        h += 2
        if h > 360:
            h -= 360
        self.background_color.hsva = h, s, v, a
35.172.233.2
35.172.233.2
35.172.233.2
 
September 26, 2017

I made a video about my game Picture Processing for Out of Index 2017! Here is the video along with a transcript.

To save memory, video games are designed to repeat graphics. In raster-based games, image files like textures, tiles and sprites are loaded once into memory and drawn repeatedly by the program to create environments, characters, animations and text. In my puzzle game, 8 by 8 pixel tiles are used to create scenes the player has to recreate. For level 1, the tiles are a cloud, a tree, a mushroom, a character, sky, ground and rock.

An algorithm scrambles the tiles so that each tile is in the wrong memory address at the beginning of a level and the screen looks like a graphics glitch. When level 1 begins, the clouds may be where the trees should be, the mushrooms may be floating in the sky and the character may be switched with rock or the ground. The player's task is to put the tiles where they belong by swapping each tile with a tile in another memory address.

There are five levels, in order of difficulty, based on classic video games or classic video game genres.

The name of this game is taken from the Picture Processing Unit, a microprocessor designed by Nintendo for the Nintendo Entertainment System. The PPU is the hardware component responsible for translating image data into video signals for televisions and screens. It does this with a memory of 8 by 8 pixel tile data, which, along with palette and sprite attribute memory, generates each frame of a video game.

Companies often create lofty, evocative titles for hardware and products. What does the name Picture Processing Unit mean if we consider pictures something independent of a video screen? The phrase picture processing evokes the phrase image processing, a technique used to create applications such as automatic facial and emotion recognition. We often anthropomorphize electronic devices, infusing them with intelligence and souls, forgetting how much more infinitely complex the human mind is compared to a digital processor.

The game is named as a reference to Nintendo's microprocessor because the graphics are tile based, but it is also a reference to the players who are image processors, interpreting a picture from something deterministic into something non-deterministic.

The prototype of this game was created for a game jam called A Game By Its Cover where designers created video games based on imagined Nintendo game cartridges created by visual artists for an exhibition called My Famicase.

Picture Processing is based on one of the imagined cartridges from that exhibition. The cartridge's cover depicts a grid of unordered tiles and is described as a game where one inserts a game cartridge, sees a glitching screen, and meditates about the concept of beauty in imperfection. I added the idea that the player meditates into a state of transcendence until they are able to fix the game's graphics by accessing the memory telepathically.