from pygame.image import load

from dark_stew.pgfw.Sprite import Sprite

class Clouds(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.dx = -self.get_configuration("clouds", "speed")
        self.load_from_path(self.get_resource("clouds", "path"), True)

    def update(self):
        self.move(self.dx)
        Sprite.update(self)

    def draw(self):
        rect = self.rect
        offset = rect.left + rect.w
        self.display_surface.blit(self.get_current_frame(), rect)
        Sprite.draw(self)
from dark_stew.pgfw.Game import Game
from dark_stew.pgfw.Configuration import TypeDeclarations
from dark_stew.World import World
from dark_stew.monster.Monsters import Monsters

class DarkStew(Game):

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

    def set_children(self):
        Game.set_children(self)
        self.world = World(self)
        self.monsters = Monsters(self)

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


class Types(TypeDeclarations):

    additional_defaults = {

        "joy": {"int": ["run", "action"]},

        "world": {"int-list": "dimensions",

                  "int": ["walk-step", "run-step"],

                  "path": "audio-path"},

        "floor": {"path": ["tile-path", "film-path"],

                  "int": "film-opacity"},

        "water": {"float-list": "speed",

                  "path": "tile-path",

                  "int-list": ["color", "opacity"]},

        "pool": {"int": ["framerate", "padding"],

                 "path": ["water-path", "ring-path", "led-path"]},

        "stool": {"path": "path",

                  "float-list": ["angles", "offsets"]},

        "led": {"path": "path",

                "float": ["angle", "offset"]},

        "aphids": {"path": ["path", "animation-path", "moving-path",
                            "standing-path", "sitting-path", "back-path",
                            "front-path", "side-path", "rod-path", "line-path"],

                   "int": ["rest-framerate", "walk-framerate", "run-framerate"],

                   "int-list": "collision-rect",

                   "float": ["initial-chance", "chance-increase"]},

        "monsters": {"path": "path",

                     "int": ["shadow-offset", "shadow-alpha"]},

        }
from pygame import Surface
from pygame.image import load
from pygame.draw import circle
from pygame.locals import *

from dark_stew.pgfw.GameChild import GameChild

class Floor(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.input = self.get_input()
        self.load_configuration()
        self.init_surface()
        self.paint()
        self.add_film()

    def load_configuration(self):
        config = self.get_configuration("floor")
        self.tile_path = self.get_resource("floor", "tile-path")
        self.film_path = self.get_resource("floor", "film-path")
        self.film_opacity = config["film-opacity"]

    def init_surface(self):
        Surface.__init__(self, self.parent.size)

    def paint(self):
        tile = load(self.tile_path)
        self.fill_tile(tile)

    def fill_tile(self, tile, blend=0):
        for x in xrange(0, self.get_width(), tile.get_width()):
            for y in xrange(0, self.get_height(), tile.get_height()):
                self.blit(tile, (x, y), None, blend)

    def add_film(self):
        tile = load(self.film_path).convert_alpha()
        tile.set_alpha(self.film_opacity)
        self.fill_tile(tile, BLEND_ADD)

    def add_holes(self):
        for pool in self.parent.pools:
            self.fill(self.transparent_color, pool)

    def draw(self):
        surface = self.display_surface
        for corner in self.parent.get_corners():
            surface.blit(self, corner)
from pygame import Surface
from pygame.image import load

from dark_stew.pgfw.GameChild import GameChild

class Monster(GameChild):

    def __init__(self, parent, path):
        GameChild.__init__(self, parent)
        self.path = path
        self.display_surface = self.get_display_surface()
        self.set_image()
        self.set_shadow()

    def set_image(self):
        image = load(self.path).convert()
        rect = image.get_rect()
        rect.center = self.display_surface.get_rect().center
        offset = self.parent.shadow_offset / 2
        rect.move_ip(-offset, -offset)
        self.image = image
        self.image_rect = rect

    def set_shadow(self):
        shadow = Surface(self.image.get_size())
        parent = self.parent
        shadow.fill(parent.shadow_color)
        rect = shadow.get_rect()
        rect.center = self.display_surface.get_rect().center
        offset = parent.shadow_offset / 2
        rect.move_ip(offset, offset)
        shadow.set_alpha(parent.shadow_alpha)
        self.shadow = shadow
        self.shadow_rect = rect

    def draw(self):
        surface = self.display_surface
        surface.blit(self.shadow, self.shadow_rect)
        surface.blit(self.image, self.image_rect)
from os import listdir
from os.path import join
from random import choice

from pygame import Color

from dark_stew.pgfw.GameChild import GameChild
from dark_stew.monster.Monster import Monster

class Monsters(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.current = None
        self.delegate = self.get_delegate()
        self.load_configuration()
        self.add_monsters()

    def load_configuration(self):
        config = self.get_configuration("monsters")
        self.shadow_color = Color(config["shadow-color"])
        self.shadow_offset = config["shadow-offset"]
        self.shadow_alpha = config["shadow-alpha"]
        self.path = self.get_resource("monsters", "path")

    def add_monsters(self):
        root = self.path
        for path in [join(root, name) for name in sorted(listdir(root))]:
            self.append(Monster(self, path))

    def open_random(self):
        self.current = choice(self)

    def close(self):
        self.current = None

    def update(self):
        if self.current:
            self.current.draw()
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!