import pygame

class Animation:

    def __init__(self, frame_duration):
        self.reset_ticks()
        self.updates_this_cycle = 1
        self.overflow = 0
        self.update_count = 1
        self.actual_frame_duration = 0
        self.target_frame_duration = frame_duration
        self.stopping = False

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

    def play(self):
        while not self.stopping:
            self.advance_frame()
            self.update_frame_duration()
            self.update_overflow()
        self.stopping = False

    def advance_frame(self):
        while self.update_count > 0:
            self.sequence()
            self.update_count -= 1

    def update_frame_duration(self):
        last_ticks = self.last_ticks
        actual_frame_duration = self.get_ticks() - last_ticks
        last_ticks = self.get_ticks()
        wait_duration = self.get_configuration()["display-wait-duration"]
        while actual_frame_duration < self.target_frame_duration:
            pygame.time.wait(wait_duration)
            actual_frame_duration += self.get_ticks() - last_ticks
            last_ticks = self.get_ticks()
        self.actual_frame_duration = actual_frame_duration
        self.last_ticks = last_ticks

    def get_ticks(self):
        return pygame.time.get_ticks()

    def update_overflow(self):
        self.update_count = 1
        target_frame_duration = self.target_frame_duration
        overflow = self.overflow
        overflow += self.actual_frame_duration - target_frame_duration
        while overflow > target_frame_duration:
            self.update_count += 1
            overflow -= target_frame_duration
        overflow = self.overflow

    def stop(self):
        self.stopping = True

    def clear_queue(self):
        self.update_count = 1
from pygame import event
from pygame.locals import *

from GameChild import *

class EventDelegate(GameChild):

    command_event = USEREVENT
    state_change_event = USEREVENT + 1

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.subscribers = dict()
        self.disable()

    def enable(self):
        self.enabled = True

    def disable(self):
        self.enabled = False

    def dispatch_events(self):
        if self.enabled:
            subscribers = self.subscribers
            for evt in event.get():
                kind = evt.type
                if kind in subscribers:
                    for subscriber in subscribers[kind]:
                        subscriber(evt)
        else:
            event.pump()

    def add_subscriber(self, kind, callback):
        subscribers = self.subscribers
        if kind not in subscribers:
            subscribers[kind] = list()
        subscribers[kind].append(callback)

    @classmethod
    def post_event(self, id, **kw):
        event.post(event.Event(id, **kw))
import sys

import pygame
from pygame.locals import *

from GameChild import *
from Animation import *
from Audio import *
from Display import *
from configuration.Configuration import *
from EventDelegate import *
from Input import *
from ScreenGrabber import *
from introduction.Introduction import *
from world.World import *

class Game(GameChild, Animation):
    
    def __init__(self):
        GameChild.__init__(self)
        self.configuration = Configuration()
        Animation.__init__(self, self.configuration["display-frame-duration"])
        pygame.init()
        self.add_children()
        self.subscribe_to_events()
        self.clear_queue()
        self.delegate.enable()
        self.introduction.activate()

    def add_children(self):
        self.audio = Audio(self)
        self.display = Display(self)
        self.delegate = EventDelegate(self)
        self.input = Input(self)
        self.screen_grabber = ScreenGrabber(self)
        self.introduction = Introduction(self)
        self.world = World(self)

    def subscribe_to_events(self):
        self.subscribe_to(QUIT, self.end)
        self.subscribe_to(Input.command_event, self.end)

    def get_configuration(self):
        return self.configuration

    def get_input(self):
        return self.input

    def sequence(self):
        self.delegate.dispatch_events()
        self.world.update()
        pygame.display.update()

    def end(self, evt):
        if evt.type == QUIT or evt.command == "quit":
            sys.exit()
from pygame.mixer import Channel, Sound, music

from GameChild import *

class Audio(GameChild):

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.set_channels()

    def set_channels(self):
        config = self.get_configuration()
        self.bg_channel = Channel(config["audio-bg-channel"])

    def play_bgm(self, path, stream=False):
        if stream:
            self.bg_channel.stop()
            music.load(path)
            music.play(-1)
        else:
            music.stop()
            self.bg_channel.play(Sound(path), -1)
from transistors.GameChild import *
from slides.Slides import *

from transistors.EventDelegate import *

class Introduction(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.slides = Slides(self)
        self.subscribe_to_events()

    def subscribe_to_events(self):
        self.subscribe_to(EventDelegate.command_event, self.advance)

    def reset(self):
        self.slides.reset()

    def activate(self):
        self.active = True
        self.set_music()
        self.draw()

    def deactivate(self):
        self.active = False

    def set_music(self):
        self.get_audio().play_bgm(self.get_resource("introduction-music-path"))

    def advance(self, evt):
        if self.active and evt.command == "release":
            if self.slides.advance():
                self.draw()
            else:
                self.deactivate()
                EventDelegate.post_event(EventDelegate.state_change_event,
                                         state="introduction-finished")

    def draw(self):
        self.slides.draw()
216.73.216.33
216.73.216.33
216.73.216.33
 
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