from os import makedirs
from os.path import exists, join
from tempfile import TemporaryFile
from time import strftime

from pygame.image import tostring, frombuffer, save
from pygame.time import get_ticks

from GameChild import GameChild

class VideoRecorder(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.set_requested()
        if self.requested:
            self.display_surface = self.get_display_surface()
            self.delegate = self.get_delegate()
            self.load_configuration()
            self.reset()
            self.subscribe(self.respond)

    def set_requested(self):
        self.requested = self.get_configuration("video-recordings")["enable"] \
                         or self.check_command_line("-enable-video")

    def load_configuration(self):
        config = self.get_configuration("video-recordings")
        self.root = config["path"]
        self.directory_name_format = config["directory-name-format"]
        self.file_extension = config["file-extension"]
        self.frame_format = config["frame-format"]
        self.framerate = config["framerate"]

    def reset(self):
        self.recording = False
        self.frame_length = None
        self.frames = None
        self.last_frame = 0

    def respond(self, event):
        compare = self.delegate.compare
        if compare(event, "record-video"):
            self.toggle_record()
        elif compare(event, "reset-game"):
            self.reset()

    def toggle_record(self):
        recording = not self.recording
        if recording:
            self.frame_length = len(self.get_string())
            self.frames = TemporaryFile()
        else:
            self.write_frames()
        self.recording = recording

    def get_string(self):
        return tostring(self.display_surface, self.frame_format)

    def write_frames(self):
        root = join(self.root, strftime(self.directory_name_format))
        if not exists(root):
            makedirs(root)
        size = self.display_surface.get_size()
        frames = self.frames
        frames.seek(0)
        for ii, frame in enumerate(iter(lambda: frames.read(self.frame_length),
                                        "")):
            path = join(root, "%04i.png" % ii)
            save(frombuffer(frame, size, self.frame_format), path)
        print "wrote video frames to " + root

    def update(self):
        ticks = get_ticks()
        if self.recording and ticks - self.last_frame >= self.framerate:
            self.frames.write(self.get_string())
            self.last_frame = ticks
from pygame.time import get_ticks

from GameChild import GameChild

class TimeFilter(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.reset_ticks()
        self.open()

    def reset_ticks(self):
        self.ticks = self.unfiltered_ticks = self.last_ticks = get_ticks()

    def close(self):
        self.closed = True

    def open(self):
        self.closed = False

    def get_ticks(self):
        return self.ticks

    def get_unfiltered_ticks(self):
        return self.unfiltered_ticks

    def get_last_ticks(self):
        return self.last_ticks

    def get_last_frame_duration(self):
        return self.last_frame_duration

    def update(self):
        ticks = get_ticks()
        self.last_frame_duration = duration = ticks - self.last_ticks
        if not self.closed:
            self.ticks += duration
        self.unfiltered_ticks += duration
        self.last_ticks = ticks
class Vector(list):

    def __init__(self, x=0, y=0):
        list.__init__(self, (x, y))

    def __getattr__(self, name):
        if name == "x":
            return self[0]
        elif name == "y":
            return self[1]

    def __setattr__(self, name, value):
        if name == "x":
            self[0] = value
        elif name == "y":
            self[1] = value
        else:
            list.__setattr__(self, name, value)

    def __add__(self, other):
        return Vector(self.x + other[0], self.y + other[1])

    __radd__ = __add__

    def __iadd__(self, other):
        self.x += other[0]
        self.y += other[1]
        return self

    def __sub__(self, other):
        return Vector(self.x - other[0], self.y - other[1])

    def __rsub__(self, other):
        return Vector(other[0] - self.x, other[1] - self.y)

    def __isub__(self, other):
        self.x -= other[0]
        self.y -= other[1]
        return self

    def __mul__(self, other):
        return Vector(self.x * other, self.y * other)

    __rmul__ = __mul__

    def __imul__(self, other):
        self.x *= other
        self.y *= other
        return self

    def apply_to_components(self, function):
        self.x = function(self.x)
        self.y = function(self.y)

    def place(self, x=None, y=None):
        if x is not None:
            self.x = x
        if y is not None:
            self.y = y

    def move(self, dx=0, dy=0):
        if dx:
            self.x += dx
        if dy:
            self.y += dy

    def place_at_origin(self):
        self.x = 0
        self.y = 0
from os import listdir
from os.path import isfile, join
from sys import exc_info, stdout
from glob import glob

from pygame import Color, Rect, Surface, PixelArray
from pygame.image import load
from pygame.transform import flip
from pygame.locals import *

from Animation import Animation
from Vector import Vector
from extension import get_hue_shifted_surface

class Sprite(Animation):

    def __init__(self, parent, framerate=None):
        Animation.__init__(self, parent, self.shift_frame, framerate)
        self.frames = []
        self.mirrored = False
        self.alpha = 255
        self.locations = []
        self.framesets = [Frameset(self, framerate=framerate)]
        self.frameset_index = 0
        self.set_frameset(0)
        self.locations.append(Location(self))
        self.motion_overflow = Vector()
        self.stop()
        self.display_surface = self.get_display_surface()

    def __getattr__(self, name):
        if name in ("location", "rect"):
            return self.locations[0]
        if hasattr(Animation, "__getattr__"):
            return Animation.__getattr__(self, name)
        raise AttributeError, name

    def set_frameset(self, identifier):
        if isinstance(identifier, str):
            for ii, frameset in enumerate(self.framesets):
                if frameset.name == identifier:
                    identifier = ii
                    break
        if self.frameset_index != identifier:
            self.frameset_index = identifier
            self.register_interval()
            self.update_location_size()
            if self.get_current_frameset().length() > 1:
                self.play()
            self.get_current_frameset().reset()

    def register_interval(self):
        self.register(self.shift_frame,
                      interval=self.get_current_frameset().framerate)

    def get_current_frameset(self):
        return self.framesets[self.frameset_index]

    def update_location_size(self):
        size = self.get_current_frameset().rect.size
        for location in self.locations:
            location.size = size
            location.fader.init_surface()

    def set_framerate(self, framerate):
        self.get_current_frameset().set_framerate(framerate)
        self.register_interval()

    def load_from_path(self, path, transparency=False, ppa=True, key=None,
                       query=None, omit=False):
        if isfile(path):
            paths = [path]
        else:
            if query:
                paths = sorted(glob(join(path, query)))
            else:
                paths = [join(path, name) for name in sorted(listdir(path))]
        for path in paths:
            img = load(path)
            if transparency:
                if ppa:
                    frame = img.convert_alpha()
                else:
                    frame = self.fill_colorkey(img, key)
            else:
                frame = img.convert()
            self.add_frame(frame, omit)

    def fill_colorkey(self, img, key=None):
        if not key:
            key = (255, 0, 255)
        img = img.convert_alpha()
        frame = Surface(img.get_size())
        frame.fill(key)
        frame.set_colorkey(key)
        frame.blit(img, (0, 0))
        return frame

    def add_frame(self, frame, omit=False):
        self.frames.append(frame)
        frame.set_alpha(self.alpha)
        if not omit:
            frameset = self.get_current_frameset()
            frameset.add_index(self.frames.index(frame))
            self.update_location_size()
            if frameset.length() > 1:
                self.play()

    def shift_frame(self):
        self.get_current_frameset().shift()

    def get_current_frame(self):
        return self.frames[self.get_current_frameset().get_current_id()]

    def move(self, dx=0, dy=0):
        for location in self.locations:
            location.move_ip(dx, dy)

    def reset_motion_overflow(self):
        for location in self.locations:
            location.reset_motion_overflow()

    def collide(self, other):
        if not isinstance(other, Rect):
            other = other.rect
        for location in self.locations:
            if location.colliderect(other):
                return location

    def mirror(self):
        frames = self.frames
        for ii, frame in enumerate(frames):
             frames[ii] = flip(frame, True, False)
        self.mirrored = not self.mirrored

    def clear_frames(self):
        self.frames = []
        for frameset in self.framesets:
            frameset.order = []
            frameset.reset()
            frameset.measure_rect()

    def add_location(self, topleft=None, offset=(0, 0), count=1, base=0):
        if topleft is not None:
            for ii in xrange(count):
                self.locations.append(Location(
                    self, Rect(topleft, self.locations[0].size)))
        else:
            base = self.locations[base]
            current_offset = list(offset)
            for ii in xrange(count):
                self.locations.append(Location(self,
                                               base.move(*current_offset)))
                current_offset[0] += offset[0]
                current_offset[1] += offset[1]
        return self.locations[-1]

    def fade(self, length=0, out=None, index=None):
        if index is None:
            for location in self.locations:
                fader = location.fader
                fader.reset()
                fader.start(length, out)
        else:
            fader = self.locations[index].fader
            fader.reset()
            fader.start(length, out)

    def set_alpha(self, alpha):
        self.alpha = alpha
        for frame in self.frames:
            frame.set_alpha(alpha)
        for location in self.locations:
            location.fader.set_alpha()

    def add_frameset(self, order=[], framerate=None, name=None, switch=False):
        frameset = Frameset(self, order, framerate, name)
        self.framesets.append(frameset)
        if switch:
            self.set_frameset(len(self.framesets) - 1)
        return frameset

    def hide(self):
        for location in self.locations:
            location.hide()

    def unhide(self):
        for location in self.locations:
            location.unhide()

    def toggle_hidden(self):
        for location in self.locations:
            location.toggle_hidden()

    def is_hidden(self):
        return all(location.is_hidden() for location in self.locations)

    def remove_locations(self, location=None):
        if location:
            self.locations.remove(location)
        else:
            self.locations = self.locations[:1]

    def reverse(self, frameset=None):
        if frameset:
            frameset.reverse()
        else:
            for frameset in self.framesets:
                frameset.reverse()

    def go(self, dx=0, dy=0):
        self.go_vector = Vector(dx, dy)

    def stop(self):
        self.go_vector = Vector()

    def is_going(self):
        return self.go_vector != [0, 0]

    def update(self, areas=None, substitute=None):
        Animation.update(self)
        if self.is_going():
            self.move(*self.go_vector)
        if self.get_current_frameset().length():
            self.draw(areas, substitute)

    def draw(self, areas=None, substitute=None):
        for location in self.locations:
            location.fader.draw(areas, substitute)


class Location(Rect):

    def __init__(self, sprite, rect=(0, 0, 0, 0)):
        self.sprite = sprite
        Rect.__init__(self, rect)
        self.motion_overflow = Vector()
        self.fader = Fader(self)
        self.unhide()

    def move_ip(self, dx, dy):
        if isinstance(dx, float) or isinstance(dy, float):
            excess = self.update_motion_overflow(dx, dy)
            Rect.move_ip(self, int(dx) + excess[0], int(dy) + excess[1])
        else:
            Rect.move_ip(self, dx, dy)

    def update_motion_overflow(self, dx, dy):
        overflow = self.motion_overflow
        overflow.move(dx - int(dx), dy - int(dy))
        excess = map(int, overflow)
        overflow[0] -= int(overflow[0])
        overflow[1] -= int(overflow[1])
        return excess

    def reset_motion_overflow(self):
        self.motion_overflow.place_at_origin()

    def apply_motion_overflow(self, coordinates=None):
        if coordinates is None:
            coordinates = self.topleft
        return self.motion_overflow + coordinates

    def hide(self):
        self.hidden = True

    def unhide(self):
        self.hidden = False

    def toggle_hidden(self):
        self.hidden = not self.hidden

    def is_hidden(self):
        return self.hidden


class Fader(Surface):

    def __init__(self, location):
        self.location = location
        self.time_filter = location.sprite.get_game().time_filter
        self.reset()

    def reset(self):
        self.init_surface()
        self.fade_remaining = None

    def init_surface(self):
        Surface.__init__(self, self.location.size)
        if self.location.sprite.get_current_frameset().length():
            background = Surface(self.get_size())
            sprite = self.location.sprite
            key = sprite.get_current_frame().get_colorkey() or (255, 0, 255)
            self.set_colorkey(key)
            background.fill(key)
            self.background = background
            self.set_alpha()

    def set_alpha(self, alpha=None):
        if alpha is None:
            alpha = self.location.sprite.alpha
        Surface.set_alpha(self, alpha)

    def start(self, length, out=None):
        if self.fade_remaining <= 0:
            alpha = self.get_alpha()
            maximum = self.location.sprite.alpha
            if out is None:
                out = alpha == maximum
            if out and alpha > 0 or not out and alpha < maximum:
                self.fade_length = self.fade_remaining = length
                self.start_time = self.time_filter.get_ticks()
                self.fading_out = out

    def draw(self, areas=None, substitute=None):
        sprite = self.location.sprite
        if substitute is None:
            frame = sprite.get_current_frame()
        else:
            frame = substitute
        if self.fade_remaining >= 0:
            self.update_alpha()
            self.clear()
            frame.set_alpha(255)
            self.blit(frame, (0, 0))
            frame.set_alpha(sprite.alpha)
            if not self.location.is_hidden():
                if frame.get_colorkey() is None:
                    ratio = self.get_alpha() / 255.0
                    pixels = PixelArray(frame.copy())
                    color = Color(0, 0, 0)
                    for x in xrange(len(pixels)):
                        for y in xrange(len(pixels[0])):
                            h, s, l, a = Color(*frame.unmap_rgb(pixels[x][y])).hsla
                            if a:
                                color.hsla = h, s, l, int(a * ratio)
                                pixels[x][y] = color
                    self.blit_to_display(pixels.make_surface(), areas)
                    del pixels
                else:
                    self.blit_to_display(self, areas)
        elif self.fade_remaining is None or self.get_alpha() >= sprite.alpha:
            if self.fade_remaining >= 0:
                self.update_alpha()
            if not self.location.is_hidden():
                self.blit_to_display(frame, areas)

    def blit_to_display(self, frame, areas=None):
        if not isinstance(areas, list):
            areas = [areas]
        for area in areas:
            if area:
                dest = area.left + self.location.left, \
                       area.top + self.location.top
            else:
                dest = self.location
            self.location.sprite.display_surface.blit(frame, dest, area)

    def update_alpha(self):
        remaining = self.fade_remaining = self.fade_length - \
                    (self.time_filter.get_ticks() - self.start_time)
        ratio = self.fade_length and float(remaining) / self.fade_length
        if not self.fading_out:
            ratio = 1 - ratio
        maximum = self.location.sprite.alpha
        alpha = int(ratio * maximum)
        if alpha > maximum:
            alpha = maximum
        elif alpha < 0:
            alpha = 0
        self.set_alpha(alpha)

    def clear(self):
        self.blit(self.background, (0, 0))


class Frameset:

    def __init__(self, sprite, order=[], framerate=None, name=None):
        self.sprite = sprite
        self.name = name
        self.reversed = False
        self.order = []
        self.rect = Rect(0, 0, 0, 0)
        self.add_index(order)
        self.set_framerate(framerate)
        self.reset()

    def add_index(self, order):
        if isinstance(order, int):
            order = [order]
        self.order += order
        self.measure_rect()

    def set_framerate(self, framerate):
        self.framerate = framerate

    def reset(self):
        self.current_index = 0
        self.sprite.accounts[self.sprite.shift_frame].reset_interval()

    def get_current_id(self):
        return self.order[self.current_index]

    def measure_rect(self):
        max_width, max_height = 0, 0
        frames = self.sprite.frames
        for index in self.order:
            frame = frames[index]
            width, height = frame.get_size()
            max_width = max(width, max_width)
            max_height = max(height, max_height)
        self.rect.size = max_width, max_height

    def shift(self):
        if len(self.order) > 1:
            self.increment_index()

    def increment_index(self, increment=None):
        if increment is None:
            increment = 1 if not self.reversed else -1
        index = self.current_index + increment
        while index < 0:
            index += self.length()
        while index >= self.length():
            index -= self.length()
        self.current_index = index

    def length(self):
        return len(self.order)

    def reverse(self):
        self.reversed = not self.reversed


class BlinkingSprite(Sprite):

    def __init__(self, parent, blink_rate, framerate=None):
        Sprite.__init__(self, parent, framerate)
        self.register(self.blink, interval=blink_rate)
        self.play(self.blink)

    def reset(self):
        self.unhide()

    def blink(self):
        self.toggle_hidden()


class RainbowSprite(Sprite):

    def __init__(self, parent, image, hue_shift=8, framerate=None):
        Sprite.__init__(self, parent, framerate)
        for hue in xrange(0, 360, hue_shift):
            self.add_frame(get_hue_shifted_surface(image, hue))
23.20.219.0
23.20.219.0
23.20.219.0
 
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!


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