from os import listdir
from os.path import join

from pygame.mixer import Channel, Sound, music, find_channel

from GameChild import *
from Input import *

class Audio(GameChild):

    current_channel = None
    paused = False
    muted = False

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.delegate = self.get_delegate()
        self.load_fx()
        self.subscribe(self.respond)

    def load_fx(self):
        fx = {}
        if self.get_configuration().has_option("audio", "sfx-path"):
            root = self.get_resource("audio", "sfx-path")
            if root:
                for name in listdir(root):
                    fx[name.split(".")[0]] = Sound(join(root, name))
        self.fx = fx

    def respond(self, event):
        if self.delegate.compare(event, "mute"):
            self.mute()

    def mute(self):
        self.muted = True
        self.set_volume()

    def unmute(self):
        self.muted = False
        self.set_volume()

    def set_volume(self):
        volume = int(not self.muted)
        music.set_volume(volume)
        if self.current_channel:
            self.current_channel.set_volume(volume)

    def play_bgm(self, path, stream=False):
        self.stop_current_channel()
        if stream:
            music.load(path)
            music.play(-1)
        else:
            self.current_channel = Sound(path).play(-1)
        self.set_volume()

    def stop_current_channel(self):
        music.stop()
        if self.current_channel:
            self.current_channel.stop()
        self.current_channel = None
        self.paused = False

    def play_fx(self, name, panning=.5):
        if not self.muted:
            channel = find_channel(True)
            if panning != .5:
                offset = 1 - abs(panning - .5) * 2
                if panning < .5:
                    channel.set_volume(1, offset)
                else:
                    channel.set_volume(offset, 1)
            channel.play(self.fx[name])

    def pause(self):
        channel = self.current_channel
        paused = self.paused
        if paused:
            music.unpause()
            if channel:
                channel.unpause()
        else:
            music.pause()
            if channel:
                channel.pause()
        self.paused = not paused

    def is_bgm_playing(self):
        current = self.current_channel
        if current and current.get_sound():
            return True
        return music.get_busy()
import os
delattr(os, "link")

from dark_stew.pgfw.Setup import Setup

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

if __name__ == "__main__":
    SetupWin().setup()
from math import sqrt
from random import choice

from pygame import Rect

from dark_stew.pgfw.GameChild import GameChild
from dark_stew.floor.Floor import Floor
from dark_stew.pool.Pools import Pools
from dark_stew.aphids.Aphids import Aphids

class World(GameChild, Rect):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.input = self.get_input()
        self.display_surface = self.get_display_surface()
        self.directions = 0, 1, 2, 3
        self.direction = self.directions[2]
        self.load_configuration()
        self.reset_active_directions()
        self.init_rect()
        self.pools = Pools(self)
        self.floor = Floor(self)
        self.aphids = Aphids(self)
        self.get_audio().play_bgm(self.get_resource("world", "audio-path"),
                                  True)
        self.scroll_to_random_intersection()

    def load_configuration(self):
        config = self.get_configuration("world")
        self.dimensions = config["dimensions"]
        self.walk_step = config["walk-step"]
        self.run_step = config["run-step"]

    def reset_active_directions(self):
        self.active_directions = [False, False, False, False]
        self.scroll_active = False

    def init_rect(self):
        Rect.__init__(self, (0, 0), self.dimensions)

    def scroll_to_random_intersection(self):
        pools = self.pools
        cx, cy = choice(pools).center
        step = pools.step / 2
        dx, dy = self.display_surface.get_rect().center
        self.shift(cx + dx + step, cy + dy + step)

    def get_corners(self):
        x, y = self.topleft
        w, h = self.size
        return (x, y), (x, y - h), (x + w, y - h), (x + w, y), (x + w, y + h), \
               (x, y + h), (x - w, y + h), (x - w, y), (x - w, y - h)

    def update(self):
        self.scroll()
        self.floor.draw()
        self.pools.update()
        self.aphids.update()

    def scroll(self):
        if not self.aphids.sitting and not self.parent.monsters.current:
            keys = self.input
            axes = keys.get_axes()
            self.scroll_active = True in axes.values()
            shift = self.shift
            step = self.walk_step
            if keys.is_command_active("run"):
                step = self.run_step
            active = self.active_directions
            up, right, down, left = self.directions
            if axes["up"]:
                shift(y=step)
                active[up] = True
                if not active[left] and not active[right]:
                    self.direction = up
            else:
                active[up] = False
            if axes["right"]:
                shift(x=-step)
                active[right] = True
                if not active[up] and not active[down]:
                    self.direction = right
            else:
                active[right] = False
            if axes["down"]:
                shift(y=-step)
                active[down] = True
                if not active[left] and not active[right]:
                    self.direction = down
            else:
                active[down] = False
            if axes["left"]:
                shift(x=step)
                active[left] = True
                if not active[up] and not active[down]:
                    self.direction = left
            else:
                active[left] = False

    def shift(self, x=0, y=0, collide=True):
        self.move_ip(x, y)
        if collide:
            self.collide_aphids(-x, -y)
        viewport = self.display_surface.get_rect()
        if self.left > viewport.w:
            self.right = self.left
        if self.top > viewport.h:
            self.bottom = self.top
        if self.right < 0:
            self.left = self.right
        if self.bottom < 0:
            self.top = self.bottom

    def collide_aphids(self, x, y):
        for dx, dy in self.get_corners():
            aphids = self.aphids.collision_rect.move(x - dx, y - dy)
            for pool in self.pools:
                if aphids.colliderect(pool.water.rect):
                    water = pool.water.rect
                    radius = water.w / 2.0
                    distance = sqrt((aphids.centerx - water.centerx) ** 2 + \
                                    (aphids.centery - water.centery) ** 2)
                    if distance < radius:
                        self.shift(x, y)
                        return
216.73.216.51
216.73.216.51
216.73.216.51
 
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!