from os import listdir
from os.path import join

from pygame.mixer import Channel, Sound, music, find_channel

from GameChild import *
from Input import *

class Audio(GameChild):

    current_channel = None
    paused = False
    muted = False

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.delegate = self.get_delegate()
        self.load_fx()
        self.subscribe(self.respond)

    def load_fx(self):
        fx = {}
        if self.get_configuration().has_option("audio", "sfx-path"):
            root = self.get_resource("audio", "sfx-path")
            if root:
                for name in listdir(root):
                    fx[name.split(".")[0]] = Sound(join(root, name))
        self.fx = fx

    def respond(self, event):
        if self.delegate.compare(event, "mute"):
            self.mute()

    def mute(self):
        self.muted = True
        self.set_volume()

    def unmute(self):
        self.muted = False
        self.set_volume()

    def set_volume(self):
        volume = int(not self.muted)
        music.set_volume(volume)
        if self.current_channel:
            self.current_channel.set_volume(volume)

    def play_bgm(self, path, stream=False):
        self.stop_current_channel()
        if stream:
            music.load(path)
            music.play(-1)
        else:
            self.current_channel = Sound(path).play(-1)
        self.set_volume()

    def stop_current_channel(self):
        music.stop()
        if self.current_channel:
            self.current_channel.stop()
        self.current_channel = None
        self.paused = False

    def play_fx(self, name, panning=.5):
        if not self.muted:
            channel = find_channel(True)
            if panning != .5:
                offset = 1 - abs(panning - .5) * 2
                if panning < .5:
                    channel.set_volume(1, offset)
                else:
                    channel.set_volume(offset, 1)
            channel.play(self.fx[name])

    def pause(self):
        channel = self.current_channel
        paused = self.paused
        if paused:
            music.unpause()
            if channel:
                channel.unpause()
        else:
            music.pause()
            if channel:
                channel.pause()
        self.paused = not paused

    def is_bgm_playing(self):
        current = self.current_channel
        if current and current.get_sound():
            return True
        return music.get_busy()
import os
delattr(os, "link")

from dark_stew.pgfw.Setup import Setup

if __name__ == "__main__":
    Setup().setup()
from dark_stew.pgfw.SetupWin import SetupWin

if __name__ == "__main__":
    SetupWin().setup()
from math import sqrt
from random import choice

from pygame import Rect

from dark_stew.pgfw.GameChild import GameChild
from dark_stew.floor.Floor import Floor
from dark_stew.pool.Pools import Pools
from dark_stew.aphids.Aphids import Aphids

class World(GameChild, Rect):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.input = self.get_input()
        self.display_surface = self.get_display_surface()
        self.directions = 0, 1, 2, 3
        self.direction = self.directions[2]
        self.load_configuration()
        self.reset_active_directions()
        self.init_rect()
        self.pools = Pools(self)
        self.floor = Floor(self)
        self.aphids = Aphids(self)
        self.get_audio().play_bgm(self.get_resource("world", "audio-path"),
                                  True)
        self.scroll_to_random_intersection()

    def load_configuration(self):
        config = self.get_configuration("world")
        self.dimensions = config["dimensions"]
        self.walk_step = config["walk-step"]
        self.run_step = config["run-step"]

    def reset_active_directions(self):
        self.active_directions = [False, False, False, False]
        self.scroll_active = False

    def init_rect(self):
        Rect.__init__(self, (0, 0), self.dimensions)

    def scroll_to_random_intersection(self):
        pools = self.pools
        cx, cy = choice(pools).center
        step = pools.step / 2
        dx, dy = self.display_surface.get_rect().center
        self.shift(cx + dx + step, cy + dy + step)

    def get_corners(self):
        x, y = self.topleft
        w, h = self.size
        return (x, y), (x, y - h), (x + w, y - h), (x + w, y), (x + w, y + h), \
               (x, y + h), (x - w, y + h), (x - w, y), (x - w, y - h)

    def update(self):
        self.scroll()
        self.floor.draw()
        self.pools.update()
        self.aphids.update()

    def scroll(self):
        if not self.aphids.sitting and not self.parent.monsters.current:
            keys = self.input
            axes = keys.get_axes()
            self.scroll_active = True in axes.values()
            shift = self.shift
            step = self.walk_step
            if keys.is_command_active("run"):
                step = self.run_step
            active = self.active_directions
            up, right, down, left = self.directions
            if axes["up"]:
                shift(y=step)
                active[up] = True
                if not active[left] and not active[right]:
                    self.direction = up
            else:
                active[up] = False
            if axes["right"]:
                shift(x=-step)
                active[right] = True
                if not active[up] and not active[down]:
                    self.direction = right
            else:
                active[right] = False
            if axes["down"]:
                shift(y=-step)
                active[down] = True
                if not active[left] and not active[right]:
                    self.direction = down
            else:
                active[down] = False
            if axes["left"]:
                shift(x=step)
                active[left] = True
                if not active[up] and not active[down]:
                    self.direction = left
            else:
                active[left] = False

    def shift(self, x=0, y=0, collide=True):
        self.move_ip(x, y)
        if collide:
            self.collide_aphids(-x, -y)
        viewport = self.display_surface.get_rect()
        if self.left > viewport.w:
            self.right = self.left
        if self.top > viewport.h:
            self.bottom = self.top
        if self.right < 0:
            self.left = self.right
        if self.bottom < 0:
            self.top = self.bottom

    def collide_aphids(self, x, y):
        for dx, dy in self.get_corners():
            aphids = self.aphids.collision_rect.move(x - dx, y - dy)
            for pool in self.pools:
                if aphids.colliderect(pool.water.rect):
                    water = pool.water.rect
                    radius = water.w / 2.0
                    distance = sqrt((aphids.centerx - water.centerx) ** 2 + \
                                    (aphids.centery - water.centery) ** 2)
                    if distance < radius:
                        self.shift(x, y)
                        return
3.21.105.175
3.21.105.175
3.21.105.175
 
May 17, 2018

Line Wobbler Advance is a demake of Line Wobbler for Game Boy Advance that started as a demo for Synchrony. It contains remakes of the original Line Wobbler levels and adds a challenging advance mode with levels made by various designers.


f1. Wobble at home or on-the-go with Line Wobbler Advance

This project was originally meant to be a port of Line Wobbler and kind of a joke (demaking a game made for even lower level hardware), but once the original levels were complete, a few elements were added, including a timer, different line styles and new core mechanics, such as reactive A.I.


f2. Notes on Line Wobbler

I reverse engineered the game by mapping the LED strip on paper and taking notes on each level. Many elements of the game are perfectly translated, such as enemy and lava positions and speeds and the sizes of the streams. The boss spawns enemies at precisely the same rate in both versions. Thanks in part to this effort, Line Wobbler Advance was awarded first prize in the Wild category at Synchrony.


f3. First prize at Synchrony

Advance mode is a series of levels by different designers implementing their visions of the Line Wobbler universe. This is the part of the game that got the most attention. It turned into a twitchy gauntlet filled with variations on the core mechanics, cinematic interludes and new elements, such as enemies that react to the character's movements. Most of the levels are much harder than the originals and require a lot of retries.

Thanks Robin Baumgarten for giving permission to make custom levels and share this project, and thanks to the advance mode designers Prashast Thapan, Charles Huang, John Rhee, Lillyan Ling, GJ Lee, Emily Koonce, Yuxin Gao, Brian Chung, Paloma Dawkins, Gus Boehling, Dennis Carr, Shuichi Aizawa, Blake Andrews and mushbuh!

DOWNLOAD ROM
You will need an emulator to play. Try Mednafen (Windows/Linux) or Boycott Advance (OS X)