<?php
$GLOBALS["CACHE_PATH"] = "flash/cache/";
$GLOBALS["FILE_EXTENSION"] = ".gif";
$GLOBALS["RELATIVE_IMAGE_DIRECTORY_PATH"] = "img/";
remove_cached_strip();
function remove_cached_strip()
{
   go_to_cache_directory();
   $path = find_image_file();
   unlink($path);
}
function go_to_cache_directory()
{
   go_to_image_directory();
   chdir($GLOBALS["CACHE_PATH"]);
}
function go_to_image_directory()
{
   $path = $GLOBALS["RELATIVE_IMAGE_DIRECTORY_PATH"];
   while (!is_dir($path))
   {
      chdir("..");
   }
   chdir($path);
}
function find_image_file()
{
   $index = $_GET["index"];
   foreach (scandir(".") as $file)
   {
      if (fnmatch($index . "_*", $file))
      {
         return $file;
      }
   }
}
EVR.Level.Road.Path.Line = function(container, style)
{
   EVR.Graphic.call(this, container, RATIO_HEIGHT, null, ALIGN_LEFT);
   this.style = style;
   this.margin = LINE_MARGIN;
   this.checkers = [];
   this.build();
}
EVR.Level.Road.Path.Line.prototype = new EVR.Graphic;
EVR.Level.Road.Path.Line.prototype.build = function()
{
   this.set_proportions(LINE_WIDTH, 1);
   this.set_color(LINE_COLOR);
   this.set_opacity(LINE_OPACITY);
   if (this.style == LINE_FINISH)
   {
      this.add_checkers();
   }
}
EVR.Level.Road.Path.Line.prototype.add_checkers = function()
{
   var count = LINE_CHECKER_COUNT;
   var width = .5;
   var height = 1.0 / count;
   var alignment;
   for (var ii = 0; ii < count; ii++)
   {
      alignment = ii % 2 ? ALIGN_TOP_RIGHT : ALIGN_TOP_LEFT;
      var checker = new EVR.Graphic(this, null, null, alignment);
      checker.set_color(LINE_CHECKER_COLOR);
      checker.set_proportions(width, height);
      checker.place(null, height * ii);
      checker.append();
      this.checkers.push(checker);
   }
}
EVR.Level.Road.Path.Line.prototype.draw = function()
{
   EVR.Graphic.prototype.draw.call(this);
   if (this.style != LINE_FINISH)
   {
      this.set_border();
   }
   for (var ii = 0; ii < this.checkers.length; ii++)
   {
      this.checkers[ii].draw();
   }
}
EVR.Level.Road.Path.Line.prototype.set_border = function()
{
   var width = this.container.get_dimensions()[0] * this.get_margin();
   var color = this.container.level.background;
   if (!!window.ActiveXObject)
   {
      this.set_dimensions(this.get_dimensions()[0] + width);
   }
   this.css.borderRight = width + "px solid " + color;
}
EVR.Level.Road.Path.Line.prototype.get_margin = function()
{
   var dimensions = this.container.get_dimensions();
   return dimensions[1] / dimensions[0] * this.margin;
}
EVR.Level.Road.Path.Line.prototype.toString = function()
{
   return "[object EVR.Level.Road.Path.Line]";
}
EVR.include("level/road/path/Line.js");
EVR.include("level/road/path/trail/Trail.js");
EVR.Level.Road.Path = function(container, level)
{
   EVR.Animation.call(this, PATH_INITIAL_RATE, true, PATH_TIMING_BUFFER);
   this.container = container;
   this.level = level;
   this.clusters = level.clusters;
   this.racer = container.racer;
   this.sprinting = false;
   this.offset = 0;
   this.speed = PATH_INITIAL_SPEED;
   this.visible = 0;
   this.color = null;
   this.variance = [0, 0];
   this.meter_unlocked = false;
   this.trail = new EVR.Level.Road.Path.Trail(level);
   this.populate();
   this.last_ms = +new Date;
}
EVR.Level.Road.Path.prototype = new EVR.Animation;
EVR.Level.Road.Path.prototype.populate = function()
{
   this.items = [new EVR.Level.Road.Path.Line(this.container)];
   for (var ii = 0; ii < this.clusters.length; ii++)
   {
      this.clusters[ii].initiate(this.container, this.level);
   }
   this.items = this.items.concat(this.clusters);
   this.items.push(new EVR.Level.Road.Path.Line(this.container, LINE_FINISH));
   this.set_origin();
   this.arrange();
}
EVR.Level.Road.Path.prototype.set_origin = function()
{
   var racer = this.racer;
   var offset = racer.get_coordinates(true)[0] + racer.get_dimensions(true)[0];
   this.origin = offset + this.items[0].get_margin();
}
EVR.Level.Road.Path.prototype.arrange = function()
{
   var x = this.origin - this.offset;
   var container = this.container;
   var border = container.get_dimensions()[0];
   var racer = this.racer.get_coordinates()[0];
   var cluster, left, width, right, ratio, inhabited = null;
   for (var ii = this.visible, len = this.items.length; ii < len; ii++)
   {
      cluster = this.items[ii];
      if (!cluster.attached)
      {
	 cluster.append();
      }
      cluster.place(x);
      left = cluster.get_coordinates()[0];
      width = cluster.get_dimensions()[0];
      right = left + width;
      if (inhabited == null)
      {
	 inhabited = this.locate_racer(racer, left, right, ii, len);
	 if (inhabited != null)
	 {
	    this.trail.add(this.speed, this.racer.lane);
	 }
      }
      ratio = width / border;
      x += ratio;
      if (right < 0)
      {
	 cluster.remove();
	 this.visible++;
	 this.offset -= ratio;
      }
      else if (left > border)
      {
	 break;
      }
   }
   return inhabited;
}
EVR.Level.Road.Path.prototype.locate_racer = function(x, left, right, ii, len)
{
   if (ii == 0 && x < left)
   {
      return -1;
   }
   else if (this.intersect(x, left, right) || ii == len - 1)
   {
      return ii;
   }
   return null;
}
EVR.Level.Road.Path.prototype.intersect = function(x, left, right)
{
   return x >= left && x < right;
}
EVR.Level.Road.Path.prototype.sequence = function()
{
   var ii = this.arrange();
   var item = this.items[ii];
   if (item instanceof EVR.Level.Road.Path.Line)
   {
      if (item.style == LINE_FINISH)
      {
	 this.stop();
	 this.update_cheers();
	 this.level.finish();
	 return;
      }
   }
   else if (item != null)
   {
      this.cluster = item;
      this.update_color();
      this.update_variance();
      this.update_streak();
      this.update_sprint_state();
      this.update_flame();
      this.update_flash();
      this.set_instruments(ii);
      this.set_speed();
//       this.update_scoreboard(ii);
      this.update_cheers();
   }
   this.step();
   this.update_ghost(ii);
   this.unlock_meter(ii);
}
EVR.Level.Road.Path.prototype.unlock_meter = function(index)
{
   if (index >= this.items.length - PATH_METER_UNLOCK_OFFSET)
   {
      if (!this.meter_unlocked)
      {
	 this.meter_unlocked = true;
	 this.set_meter_color();
      }
   }
}
EVR.Level.Road.Path.prototype.update_color = function()
{
   var cluster = this.cluster;
   var racer = this.racer;
   var x = racer.get_coordinates()[0];
   var gap_x = cluster.get_gap_x();
   if (x >= gap_x)
   {
      this.color = null;
   }
   else
   {
      this.color = racer.lane;
      if (!this.level.practice)
      {
	 this.racer.add_color(this.color, cluster.passage);
      }
   }
}
EVR.Level.Road.Path.prototype.update_variance = function()
{
   if (this.color != null)
   {
      this.variance[0]++;
      this.variance[1] += !this.is_in_passage();
   }
}
EVR.Level.Road.Path.prototype.is_in_passage = function()
{
   return this.color == this.cluster.passage;
}
EVR.Level.Road.Path.prototype.update_streak = function()
{
   var streak = this.level.streak;
   if (this.color != null)
   {
      if (this.is_in_passage())
      {
	 streak.increase();
      }
      else
      {
	 streak.reset();
      }
   }
}
EVR.Level.Road.Path.prototype.set_instruments = function(ii)
{
   if (ii > 0)
   {
      this.level.map.advance_player(ii - 1);
      this.level.register.advance(ii - 1);
   }
   this.set_meter();
}
EVR.Level.Road.Path.prototype.set_meter = function()
{
   var meter = this.level.meter;
   if (this.sprinting)
   {
      meter.adjust(-this.rate);
   }
   var color = this.color;
   if (color != null && this.is_in_passage())
   {
      adjustment = PATH_METER_BONUS + this.level.streak * PATH_STREAK_BONUS;
      meter.adjust(adjustment);
   }
   this.set_meter_color();
}
EVR.Level.Road.Path.prototype.set_meter_color = function()
{
   var meter = this.level.meter;
   var reading = meter.read();
   if (this.sprinting)
   {
      meter.set_color(METER_DRAINING_COLOR);
   }
   else if (reading >= this.level.threshold || this.meter_unlocked)
   {
      meter.set_color(METER_READY_COLOR);
   }
   else
   {
      meter.set_color(METER_DISABLED_COLOR);
   }
}
EVR.Level.Road.Path.prototype.set_speed = function()
{
   if (this.sprinting && this.level.meter.read() > 0)
   {
      this.speed = PATH_SPRINT_SPEED;
   }
   else
   {
      this.speed = PATH_INITIAL_SPEED;
   }
   var color = this.color;
   if (color != null && !this.is_in_passage())
   {
      this.speed *= PATH_SPEED_PENALTY;
   }
}
EVR.Level.Road.Path.prototype.update_ghost = function(ii)
{
   var road = this.level.road;
   if (!!road.ghost)
   {
      road.ghost.update(this.speed, this.rate, ii);
   }
}
EVR.Level.Road.Path.prototype.update_sprint_state = function()
{
   if (this.sprinting && this.level.meter.read() <= 0)
   {
      this.sprinting = false;
   }
}
EVR.Level.Road.Path.prototype.update_flame = function()
{
   this.racer.flame.update(this.sprinting, this.speed);
}
EVR.Level.Road.Path.prototype.update_flash = function()
{
   this.racer.flash.update();
}
EVR.Level.Road.Path.prototype.update_scoreboard = function(item_index)
{
//    this.level.scoreboard.update(item_index - 1);
   this.level.scoreboard.update(this.speed);
}
EVR.Level.Road.Path.prototype.update_cheers = function()
{
   this.level.cheers.update(this.sprinting, this.speed);
}
EVR.Level.Road.Path.prototype.step = function()
{
   var dimensions = this.container.get_dimensions();
   var ratio = dimensions[1] / dimensions[0];
   this.offset += ratio * this.speed * this.rate;
}
EVR.Level.Road.Path.prototype.stop = function()
{
   EVR.Animation.prototype.stop.call(this);
   this.level.clock.stop();
   this.sprinting = false;
}
EVR.Level.Road.Path.prototype.draw = function()
{
   var cluster, y, boundary, started = false;
   for (var ii = 0, len = this.items.length; ii < len; ii++)
   {
      cluster = this.items[ii];
      if (cluster.attached)
      {
	 started = true;
	 cluster.shape();
	 y = cluster.get_coordinates()[0];
	 boundary = this.container.get_coordinates()[0];
	 if (y > boundary)
	 {
	    cluster.remove();
	 }
      }
      else if (started)
      {
	 break;
      }
   }
   this.set_origin();
   this.arrange();
   this.update_cluster_dimensions();
}
EVR.Level.Road.Path.prototype.update_cluster_dimensions = function()
{
   var items = this.items;
   for (var ii = 1; ii < items.length - 1; ii++)
   {
      items[ii].update_dimensions();
   }
}
EVR.Level.Road.Path.prototype.calculate_accuracy = function()
{
   var variance = this.variance;
   return 1 - (variance[1] / variance[0]);
}
EVR.Level.Road.Path.prototype.sprint = function()
{
   var level = this.level;
   if (level.meter.read() >= level.threshold || this.meter_unlocked)
   {
      this.sprinting = true;
   }
}
EVR.Level.Road.Path.prototype.remove = function()
{
   var item, items = this.items;
   for (var ii = 0; ii < items.length; ii++)
   {
      item = items[ii];
      item.attached && item.remove();
   }
}
EVR.Level.Road.Path.prototype.toString = function()
{
   return "[object EVR.Level.Road.Path]";
}
3.236.13.53
3.236.13.53
3.236.13.53
 
May 17, 2018

Line Wobbler Advance is a demake of Line Wobbler for Game Boy Advance that started as a demo for Synchrony. It contains remakes of the original Line Wobbler levels and adds a challenging advance mode with levels made by various designers.


f1. Wobble at home or on-the-go with Line Wobbler Advance

This project was originally meant to be a port of Line Wobbler and kind of a joke (demaking a game made for even lower level hardware), but once the original levels were complete, a few elements were added, including a timer, different line styles and new core mechanics, such as reactive A.I.


f2. Notes on Line Wobbler

I reverse engineered the game by mapping the LED strip on paper and taking notes on each level. Many elements of the game are perfectly translated, such as enemy and lava positions and speeds and the sizes of the streams. The boss spawns enemies at precisely the same rate in both versions. Thanks in part to this effort, Line Wobbler Advance was awarded first prize in the Wild category at Synchrony.


f3. First prize at Synchrony

Advance mode is a series of levels by different designers implementing their visions of the Line Wobbler universe. This is the part of the game that got the most attention. It turned into a twitchy gauntlet filled with variations on the core mechanics, cinematic interludes and new elements, such as enemies that react to the character's movements. Most of the levels are much harder than the originals and require a lot of retries.

Thanks Robin Baumgarten for giving permission to make custom levels and share this project, and thanks to the advance mode designers Prashast Thapan, Charles Huang, John Rhee, Lillyan Ling, GJ Lee, Emily Koonce, Yuxin Gao, Brian Chung, Paloma Dawkins, Gus Boehling, Dennis Carr, Shuichi Aizawa, Blake Andrews and mushbuh!

DOWNLOAD ROM
You will need an emulator to play. Try Mednafen (Windows/Linux) or Boycott Advance (OS X)