from os import makedirs, walk, sep, remove
from os.path import join, dirname, basename, exists
from shutil import rmtree, copy, rmtree
from itertools import chain
from zipfile import ZipFile

import py2exe

from Setup import Setup

class SetupWin(Setup):

    def __init__(self):
        Setup.__init__(self)
        self.replace_isSystemDLL()

    def replace_isSystemDLL(self):
        origIsSystemDLL = py2exe.build_exe.isSystemDLL
        def isSystemDLL(pathname):
            if basename(pathname).lower() in ("libogg-0.dll", "sdl_ttf.dll"):
                return 0
            return origIsSystemDLL(pathname)
        py2exe.build_exe.isSystemDLL = isSystemDLL

    def setup(self):
        config = self.config.get_section("setup")
	windows = [{}]
	if config["init-script"]:
	    windows[0]["script"] = config["init-script"]
	if config["windows-icon-path"]:
	    windows[0]["icon-resources"] = [(1, config["windows-icon-path"])]
        Setup.setup(self, windows,
                    {"py2exe": {"packages": self.build_package_list(),
                                "dist_dir": config["windows-dist-path"]}})
        rmtree("build")
        self.copy_data_files()
        self.create_archive()

    def copy_data_files(self):
	root = self.config.get("setup", "windows-dist-path")
        for path in chain(*zip(*self.build_data_map())[1]):
            dest = join(root, dirname(path))
            if not exists(dest):
                makedirs(dest)
            copy(path, dest)
	self.include_readme(root)

    def include_readme(self, root):
	name = "README"
	if exists(name):
	    readme = open(name, "r")
	    reformatted = open(join(root, name + ".txt"), "w")
	    for line in open(name, "r"):
	    	reformatted.write(line.rstrip() + "\r\n")

    def create_archive(self):
        config = self.config.get_section("setup")
        title = self.translate_title() + "-" + config["version"] + "-win"
        archive_name = title + ".zip"
        archive = ZipFile(archive_name, "w")
        destination = config["windows-dist-path"]
        for root, dirs, names in walk(destination):
            for name in names:
                path = join(root, name)
                archive.write(path, path.replace(destination, title + sep))
        archive.close()
        copy(archive_name, "dist")
        remove(archive_name)
        rmtree(destination)
from random import randint
from math import sin, log, pi
from array import array

from pygame.mixer import Sound, get_init

class Samples(Sound):

    def __init__(self):
        self.set_amplitude()
        Sound.__init__(self, self.build())

    def set_amplitude(self):
        self.amplitude = (1 << (self.get_sample_width() * 8 - 1)) - 1

    def get_sample_width(self):
        return abs(get_init()[1] / 8)

    def build(self):
        pass

    def get_empty_array(self, length):
        return array(self.get_array_typecode(), [0] * length)

    def get_array_typecode(self):
        return [None, "b", "h"][self.get_sample_width()]


class Note(Samples):

    base_frequency = 440.0
    base_octave = 4
    base_name = "A"
    names = ["C", "C#", "D", "D#", "E", "F", "F#", "G", "G#", "A", "A#", "B"]
    SQUARE, TRIANGLE, SAW, SINE, DIRTY = range(5)

    def __init__(self, name=None, octave=4, frequency=None, shape=SQUARE,
                 volume=1.0):
        names = self.names
        self.shape = shape
        if frequency is None:
            self.name = name
            self.octave = octave
            self.set_frequency()
        elif name is None:
            self.frequency = float(frequency)
            self.set_name_and_octave()
        Samples.__init__(self)
        self.set_volume(volume)

    def set_frequency(self):
        name, octave = self.name, self.octave
        names = self.names
        octave_length = len(names)
        offset = (octave - self.base_octave) * octave_length + \
                 names.index(name) - names.index(self.base_name)
        self.frequency = self.base_frequency * 2 ** \
                         (offset / float(octave_length))

    def set_name_and_octave(self):
        names = self.names
        octave_length = len(names)
        offset = int(round(log(self.frequency / self.base_frequency, 2) * \
                           octave_length)) + names.index(self.base_name)
        self.octave = self.base_octave + offset / octave_length
        self.name = names[offset % octave_length]

    def __repr__(self):
        return "%s%i %.2f" % (self.name, self.octave, self.frequency)

    def build(self):
        period = int(round(get_init()[0] / self.frequency))
        samples = self.get_empty_array(period)
        shape = self.shape
        if shape == self.TRIANGLE:
            self.store_triangle_wave(samples, period)
        elif shape == self.SAW:
            self.store_saw_wave(samples, period)
        elif shape == self.SINE:
            self.store_sine_wave(samples, period)
        elif shape == self.DIRTY:
            self.store_dirty_wave(samples)
        else:
            self.store_square_wave(samples, period)
        return samples

    def store_triangle_wave(self, samples, period):
        amplitude = self.amplitude
        coefficient = 4 * amplitude / float(period - 1)
        for time in xrange(int(round(period / 2.0))):
            y = int((coefficient * time) - amplitude)
            samples[time] = y
            samples[-time - 1] = y

    def store_saw_wave(self, samples, period):
        amplitude = self.amplitude
        for time in xrange(period):
            samples[time] = int(2 * amplitude / float(period - 1) * time - \
                              amplitude)

    def store_sine_wave(self, samples, period):
        amplitude = self.amplitude
        for time in xrange(period):
            samples[time] = int(round(sin(time / (period / pi / 2)) * \
                                      amplitude))

    def store_dirty_wave(self, samples):
        amplitude = self.amplitude
        for time in xrange(len(samples)):
            samples[time] = randint(-amplitude, amplitude)

    def store_square_wave(self, samples, period):
        amplitude = self.amplitude
        for time in xrange(period):
            if time < period / 2:
                samples[time] = amplitude
            else:
                samples[time] = -amplitude

    def play(self, maxtime=0, fadeout=None, panning=None, fade_in=0):
        channel = Samples.play(self, -1, maxtime, fade_in)
        if fadeout:
            self.fadeout(fadeout)
        if channel and panning:
            channel.set_volume(*panning)
        return channel
import pygame
from pygame.locals import *

from GameChild import GameChild
from Mainloop import Mainloop
from Audio import Audio
from Display import Display
from Configuration import Configuration
from Delegate import Delegate
from Input import Input
from ScreenGrabber import ScreenGrabber
from Profile import Profile
from VideoRecorder import VideoRecorder
from Interpolator import Interpolator
from TimeFilter import TimeFilter

class Game(GameChild):

    resource_path = None

    def __init__(self, config_rel_path=None, type_declarations=None):
        self.profile = Profile(self)
        GameChild.__init__(self)
        self.print_debug(pygame.version.ver)
        self.config_rel_path = config_rel_path
        self.type_declarations = type_declarations
        self.set_configuration()
        pygame.init()
        self.set_children()
        self.subscribe(self.end, QUIT)
        self.subscribe(self.end)
        self.delegate.enable()

    def set_configuration(self):
        self.configuration = Configuration(self.config_rel_path,
                                           self.resource_path,
                                           self.type_declarations)

    def set_children(self):
        self.time_filter = TimeFilter(self)
        self.delegate = Delegate(self)
        self.display = Display(self)
        self.mainloop = Mainloop(self)
        self.input = Input(self)
        self.audio = Audio(self)
        self.screen_grabber = ScreenGrabber(self)
        self.video_recorder = VideoRecorder(self)
        self.interpolator = Interpolator(self)

    def frame(self):
        self.time_filter.update()
        self.delegate.dispatch()
        if not self.interpolator.is_gui_active():
            self.update()
        else:
            self.interpolator.gui.update()
        if self.video_recorder.requested:
            self.video_recorder.update()

    def run(self):
        self.mainloop.run()

    def update(self):
        pass

    def blit(self, source, destination, area=None, special_flags=0):
        self.get_screen().blit(source, destination, area, special_flags)

    def get_rect(self):
        return self.get_screen().get_rect()

    def end(self, evt):
        if evt.type == QUIT or self.delegate.compare(evt, "quit"):
            self.mainloop.stop()
            self.profile.end()
54.81.119.123
54.81.119.123
54.81.119.123
 
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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