from time import time
from random import randint

from pygame import Surface, Color

from antidefense.pgfw.GameChild import GameChild
from antidefense.map.scale.Scale import Scale
from antidefense.map.Layer import Layer
from antidefense.map.Stamps import Stamps

class Map(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.deactivate()
        self.set_surface()
        self.set_dimensions()
        self.subscribe_to(self.get_custom_event_id(), self.respond_to_event)
        self.scale = Scale(self)
        self.stamps = Stamps(self)
        self.reset()

    def deactivate(self):
        self.active = False

    def set_surface(self):
        Surface.__init__(self, self.get_screen().get_size())

    def set_dimensions(self):
        magnitude = self.get_configuration("map", "magnitude")
        self.dimensions = tuple(map(lambda x: x ** magnitude, self.get_size()))

    def respond_to_event(self, evt):
        if evt.command == "reset-game":
            self.reset()

    def reset(self):
        self.visible_dimensions = self.dimensions
        self.scale.update()
        self.set_target()
        self.set_target_pixel()
        self.stamps.reset()
        self.current_layer = Layer(self)

    def set_target(self):
        w, h = self.dimensions
        self.target = randint(0, w - 1), randint(0, h - 1)

    def set_target_pixel(self):
        vx, vy = self.visible_dimensions
        x, y = self.target
        w, h = self.get_screen().get_size()
        self.target_pixel = int(float(x) / vx * w), int(float(y) / vy * h)

    def activate(self):
        self.active = True

    def get_zoom_level(self):
        return 1 - float(self.visible_dimensions[0]) / self.dimensions[0]
        
    def update(self):
        if self.active:
            self.clear()
            self.draw()

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

    def draw(self):
        self.scale.draw()
        self.get_screen().blit(self, (0, 0))
from pygame import Surface, Color

from antidefense.pgfw.GameChild import GameChild

class Bar(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.config = self.get_configuration("scale")
        self.init_surface()
        self.set_rect()
        self.paint()

    def init_surface(self):
        config = self.config
        Surface.__init__(self, config["bar-dimensions"])
        self.set_alpha(config["bar-alpha"])

    def set_rect(self):
        rect = self.get_rect()
        rect.bottom = self.parent.get_height()
        self.rect = rect

    def paint(self):
        config = self.config
        colors = map(Color, config["colors"])
        w = self.get_width()
        segment_w = w / config["segments"]
        for ii, x in enumerate(range(0, w, segment_w)):
            color = colors[ii % len(colors)]
            self.fill(color, (x, 0, segment_w, self.get_height()))

    def draw(self):
        self.parent.blit(self, self.rect)
from pygame import Surface, Color
from pygame.locals import *

from antidefense.pgfw.GameChild import GameChild
from antidefense.map.scale.Bar import Bar
from antidefense.map.scale.Text import Text

class Scale(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.config = self.get_configuration("scale")
        self.init_surface()
        self.set_rect()
        self.bar = Bar(self)
        self.text = Text(self)

    def init_surface(self):
        config = self.config
        bar_w, bar_h = config["bar-dimensions"]
        h = bar_h + config["font-size"] + config["font-padding"] * 2
        Surface.__init__(self, (bar_w, h), SRCALPHA)
        self.clear()

    def set_rect(self):
        rect = self.get_rect()
        x, y = self.config["offset"]
        rect.left = x
        rect.bottom = self.parent.get_height() - y
        self.rect = rect

    def update(self):
        self.clear()
        self.text.update()
        self.bar.draw()

    def clear(self):
        self.fill((0, 0, 0, 0))

    def draw(self):
        self.parent.blit(self, self.rect)
from math import log

from pygame import Surface, Color
from pygame.font import Font
from pygame.locals import *

from antidefense.pgfw.GameChild import GameChild

class Text(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.config = self.get_configuration("scale")
        self.init_surface()
        self.set_rect()
        self.set_fonts()
        self.text = ""

    def init_surface(self):
        parent = self.parent
        h = parent.get_height() - self.config["bar-dimensions"][1]
        Surface.__init__(self, (self.parent.get_width(), h), SRCALPHA)

    def set_rect(self):
        self.rect = self.get_rect()

    def set_fonts(self):
        config = self.config
        path = self.get_resource("scale", "font-path")
        font = Font(path, config["font-size"])
        font.set_bold(True)
        self.font = font

    def update(self):
        self.set_text()
        self.clear()
        self.write_text()
        self.draw()

    def set_text(self):
        config = self.config
        grandparent = self.parent.parent
        ratio = float(self.get_width()) / grandparent.get_width()
        distance = ratio * grandparent.visible_dimensions[0]
        magnitude = int(log(distance, 10))
        resolution = config["resolution"]
        interval = magnitude / resolution
        prefix = config["prefixes"][interval]
        converted = int(distance / 10 ** (interval * resolution))
        self.text = ("%i %s%s" % (converted, prefix, config["unit"])).decode("utf-8")

    def clear(self):
        self.fill((0, 0, 0))
        self.fill((0, 0, 0, 0))

    def write_text(self):
        self.write_stroke()
        block = self.font.render(self.text, True,
                                 Color(self.config["font-color"]))
        rect = block.get_rect()
        rect.center = self.rect.center
        self.blit(block, rect)

    def write_stroke(self):
        config = self.config
        font = self.font
        text = self.text
        color = Color(config["stroke-color"])
        offset = config["stroke-offset"]
        left, right = [font.render(text, True, color) for _ in range(2)]
        lrect = left.get_rect()
        center = self.rect.center
        lrect.center = center
        lrect.x -= 1
        self.blit(left, lrect)
        rrect = right.get_rect()
        rrect.center = center
        rrect.x += 1
        self.blit(right, rrect)

    def draw(self):
        self.parent.blit(self, self.rect)
216.73.216.52
216.73.216.52
216.73.216.52
 
August 12, 2013

I've been researching tartan/plaid recently for decoration in my updated version of Ball & Cup, now called Send. I want to create the atmosphere of a sports event, so I plan on drawing tartan patterns at the vertical edges of the screen as backgrounds for areas where spectator ants generate based on player performance. I figured I would make my own patterns, but after browsing tartans available in the official register, I decided to use existing ones instead.

I made a list of the tartans that had what I thought were interesting titles and chose 30 to base the game's levels on. I sequenced them, using their titles to form a loose narrative related to the concept of sending. Here are three tartans in the sequence (levels 6, 7 and 8) generated by an algorithm I inferred by looking at examples that reads a tartan specification and draws its pattern using a simple dithering technique to blend the color stripes.


Acadia


Eve


Spice Apple

It would be wasting an opportunity if I didn't animate the tartans, so I'm thinking about animations for them. One effect I want to try is making them look like water washing over the area where the ants are spectating. I've also recorded some music for the game. Here are the loops for the game over and high scores screens.

Game Over

High Scores