from xenographic_wall.pgfw.Configuration import TypeDeclarations
from xenographic_wall.pgfw.Game import Game
from xenographic_wall.Introduction import Introduction
from xenographic_wall.world.World import World

class XenographicWall(Game):

    def __init__(self):
        Game.__init__(self, type_declarations=Types())
        self.introduction.activate()

    def set_children(self):
        Game.set_children(self)
        self.introduction = Introduction(self)
        self.world = World(self)

    def update(self):
        self.introduction.update()
        self.world.update()


class Types(TypeDeclarations):

    additional_defaults = \
        {"intro": \
         {"path": ["mask", "cord", "starfield", "sunburst"],
          "int": ["frame-duration", "starfield-max-alpha",
                  "prompt-visible-frames", "reset-delay"],
          "int-list": ["cord-y-range", "zoom-upper-left",
                       "zoom-region-dimensions"],
          "float": ["cord-speed", "zoom-step-ratio", "sunburst-delay",
                    "zoom-delay", "starfield-fade-step"]},
         "scope": \
         {"int": ["diameter", "ring-count", "flash-length"],
          "list": ["colors", "flash-colors"],
          "float": ["glow-step"]},
         "world": \
         {"path": "audio",
          "int-list": ["dimensions", "frame-border", "scroll-speed"]},
         "mushrooms": \
         {"int": "count", "list": "images", "path": "path"},
         "creature": \
         {"path": "root"}}
from pygame import mouse, Color, Surface, Rect

from xenographic_wall.pgfw.GameChild import GameChild
from xenographic_wall.world.scope.Scope import Scope
from xenographic_wall.world.mushrooms.Mushrooms import Mushrooms
from xenographic_wall.creatures.Creatures import Creatures

class World(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.init_surface()
        self.deactivate()
        self.initialize_clip()
        self.scope = Scope(self)
        self.mushrooms = Mushrooms(self)
        self.set_frame()
        self.subscribe_to(self.get_custom_event_id(), self.respond_to_event)
        self.creatures = Creatures(self)
        self.reset()

    def init_surface(self):
        size = self.get_configuration().get("world", "dimensions")
        Surface.__init__(self, size)

    def deactivate(self):
        self.active = False

    def respond_to_event(self, evt):
        if self.is_command(evt, "cancel-introduction"):
            self.activate()
        elif self.is_command(evt, "reset-game"):
            self.reset()

    def activate(self):
        self.active = True
        self.scope.activate()
        self.get_audio().play_bgm(self.get_resource("world", "audio"))
        mouse.set_pos(self.get_screen().get_rect().center)

    def get_mouse_pos(self):
        pos = mouse.get_pos()
        clip = self.get_clip()
        return pos[0] + clip.left, pos[1] + clip.top

    def initialize_clip(self):
        clip = Rect((0, 0), self.get_screen().get_size())
        clip.center = self.get_rect().center
        self.set_clip(clip)

    def set_frame(self):
        border = self.get_configuration("world", "frame-border")
        screen = self.get_screen()
        frame = Rect((0, 0), screen.get_size())
        frame.w -= border[0]
        frame.h -= border[1]
        frame.center = screen.get_rect().center
        self.frame = frame

    def reset(self):
        self.deactivate()
        self.scope.reset()
        self.initialize_clip()
        self.creatures.reset()

    def update(self):
        if self.active:
            self.clear()
            self.update_clip()
            self.scope.update()
            self.mushrooms.update()
            self.creatures.update()
            self.draw()

    def clear(self):
        self.fill(Color("black"))

    def update_clip(self):
        x, y = mouse.get_pos()
        frame = self.frame
        move = self.move_clip
        dx, dy = 0, 0
        if not frame.collidepoint((x, y)):
            if y < frame.top:
                dy = y - frame.top
            elif y > frame.bottom:
                dy = y - frame.bottom
            if x < frame.left:
                dx = x - frame.left
            elif x > frame.right:
                dx = x - frame.right
            mx, my = self.get_configuration("world", "scroll-speed")
            move(dx / mx, dy / my)

    def move_clip(self, x=0, y=0):
        clip = self.get_clip()
        bound = self.get_rect()
        original_center = clip.center
        clip.top += y
        if clip.top < bound.top:
            clip.top = bound.top
        elif clip.bottom > bound.bottom:
            clip.bottom = bound.bottom
        clip.left += x
        if clip.left < bound.left:
            clip.left = bound.left
        elif clip.right > bound.right:
            clip.right = bound.right
        self.set_clip(clip)
        new_center = clip.center
        return new_center[0] - original_center[0], \
               new_center[1] - original_center[1]

    def draw(self):
        screen = self.get_screen()
        screen.blit(self, (0, 0), self.get_clip())
from random import randrange

from pygame import Surface, Color, Rect

from xenographic_wall.pgfw.GameChild import GameChild

class Mushroom(GameChild, Surface):

    transparent_color = Color("magenta")

    def __init__(self, parent, group, images):
        GameChild.__init__(self, parent)
        self.group = group
        self.images = images
        self.init_surface()
        self.place()
        self.eaten = False
        self.bitten = False

    def init_surface(self):
        image = self.images[0]
        Surface.__init__(self, image.get_size())
        self.clear()
        self.set_colorkey(self.transparent_color)
        self.blit(image, (0, 0))

    def clear(self):
        self.fill(self.transparent_color)

    def place(self):
        world = self.parent.parent
        size = self.get_size()
        x_bound = world.get_width() - size[0]
        y_bound = world.get_height() - size[1]
        self.rect = Rect((randrange(0, x_bound), randrange(0, y_bound)), size)

    def eat(self):
        self.eaten = True

    def bite(self):
        self.clear()
        self.blit(self.images[1], (0, 0))
        self.bitten = True
        sound = self.get_configuration("mushrooms", "bite-sound")
        self.get_audio().play_fx(sound, self.get_x_ratio())

    def get_x_ratio(self):
        return float(self.rect.centerx) / self.parent.parent.get_width()
        
    def update(self):
        self.draw()

    def draw(self):
        self.parent.parent.blit(self, self.rect)
216.73.216.180
216.73.216.180
216.73.216.180
 
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!