from pygame import Surface
from pygame.locals import *
from pygame.image import load

from esp_hadouken.pgfw.GameChild import GameChild

class Glass(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_screen()
        self.load_image()

    def load_image(self):
        self.image = load(self.get_resource("title", "glass-path")).convert()

    def update(self):
        self.display_surface.blit(self.image, (0, 0), None, BLEND_MAX)
from pygame.locals import *
from pygame.image import load
from pygame.font import Font

from esp_hadouken.pgfw.GameChild import GameChild
from esp_hadouken.pgfw.Input import Input
from esp_hadouken.Toy import Toy
from esp_hadouken.title.background.Background import Background
from esp_hadouken.title.menu.Menu import Menu
from esp_hadouken.title.Glass import Glass

class Title(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.leave_limit = self.get_screen().get_rect().right
        self.audio_path = self.get_resource("title", "audio-path")
        self.toy_position = self.get_configuration("title", "toy-position")
        self.delegate = self.get_delegate()
        self.deactivate()
        self.set_children()
        self.place_toy()
        self.subscribe(self.respond)

    def deactivate(self):
        self.active = False

    def set_children(self):
        self.toy = Toy(self)
        self.background = Background(self)
        self.glass = Glass(self)
        self.menu = Menu(self)

    def place_toy(self):
        self.toy.rect.topleft = self.toy_position

    def respond(self, event):
        compare = self.delegate.compare
        if compare(event, "reset-game"):
            self.activate()
        elif compare(event, "main-menu-selection", option="play"):
            self.deactivate()
        elif compare(event, "main-menu-selection", option="records"):
            self.deactivate()

    def activate(self):
        self.active = True
        self.start_music()

    def start_music(self):
        self.get_audio().play_bgm(self.audio_path)

    def update(self):
        if self.active:
            self.background.update()
            self.toy.update()
            self.glass.update()
            self.menu.update()
from pygame import Rect

from esp_hadouken.pgfw.GameChild import GameChild
from esp_hadouken.title.menu.Option import Option

class Menu(Rect, GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_screen()
        self.fx = self.get_configuration("main-menu", "select-fx")
        self.delegate = self.get_delegate()
        self.init_rect()
        self.add_options()
        self.subscribe(self.respond)

    def init_rect(self):
        Rect.__init__(self, (0, 0), self.get_configuration("main-menu", "size"))
        self.center = self.display_surface.get_rect().center

    def add_options(self):
        self.options = [Option(self, ii) for ii in range(2)]

    def respond(self, event):
        if self.parent.active:
            compare = self.delegate.compare
            if compare(event, ["left", "right"]):
                play = self.get_audio().play_fx
                post = self.delegate.post
                name = "main-menu-selection"
                if compare(event, "left"):
                    play(self.fx[0])
                    post(name, option="play")
                elif compare(event, "right"):
                    play(self.fx[1])
                    post(name, option="records")

    def apply_to_options(self, name):
        for option in self.options:
            getattr(option, name)()

    def update(self):
        self.apply_to_options("update")
from random import randint

from pygame import Surface, PixelArray, Rect
from pygame.font import Font

from esp_hadouken.pgfw.Sprite import Sprite

class Option(Sprite):

    def __init__(self, parent, index):
        Sprite.__init__(self, parent)
        self.index = index
        self.load_configuration()
        self.set_framerate(self.framerate)
        self.add_frames()
        self.place()

    def load_configuration(self):
        config = self.get_configuration("main-menu")
        self.framerate = config["framerate"]
        self.width = config["option-width"]
        self.frame_count = config["frame-count"]
        self.text_color = config["text-color"]
        self.text_size = config["text-size"]
        self.text = config["option-text"]
        self.background_color_range = config["background-color-range"]
        self.font_path = self.get_resource("main-menu", "font-path")

    def add_frames(self):
        size = self.width, self.parent.h
        for ii in range(self.frame_count):
            surface = Surface(size)
            self.randomize(surface)
            self.add_text(surface)
            self.add_frame(surface)

    def randomize(self, surface):
        pixels = PixelArray(surface)
        for ii, column in enumerate(pixels):
            for jj, pixel in enumerate(column):
                pixels[ii][jj] = self.build_random_color()

    def build_random_color(self):
        color = self.background_color_range
        return randint(*color), randint(*color), randint(*color)

    def add_text(self, parent):
        index, color, antialias = self.index, self.text_color, True
        font = Font(self.font_path, self.text_size)
        if index == 0:
            surface = font.render(self.text[0], antialias, color)
        elif index == 1:
            surface = font.render(self.text[1], antialias, color)
        rect = surface.get_rect()
        rect.center = parent.get_rect().center
        parent.blit(surface, rect)

    def place(self):
        index = self.index
        if index == 0:
            self.rect.topleft = self.parent.topleft
        elif index == 1:
            self.rect.topright = self.parent.topright
from math import pi

from pygame import Surface, Rect
from pygame.draw import arc

from esp_hadouken.pgfw.Sprite import Sprite

class Sky(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_configuration()
        self.add_frames()
        self.set_framerate(self.framerate)

    def load_configuration(self):
        config = self.get_configuration("title")
        self.framerate = config["sky-framerate"]
        self.step = config["sky-arc-step"]
        self.arc_thickness = config["sky-arc-thickness"]
        self.arc_color = config["sky-arc-color"]
        self.color = config["sky-color"]

    def add_frames(self):
        for ii in 0, 1:
            offset = -ii * self.step / 2
            surface = Surface(self.display_surface.get_size())
            surface.fill(self.color)
            self.draw_arcs(surface, offset)
            self.add_frame(surface)

    def draw_arcs(self, surface, offset):
        step = self.step
        reference = self.display_surface.get_rect()
        limit = reference.w
        rect = Rect(0, 0, step + offset, step + offset)
        center = reference.centerx, reference.bottom
        rect.center = center
        start_angle = pi / 2
        thickness = self.arc_thickness
        color = self.arc_color
        while rect.w / 2 <= limit:
            arc(surface, color, rect, start_angle, 0, thickness)
            rect.w += step
            rect.h += step
            rect.center = center
18.97.9.171
18.97.9.171
18.97.9.171
 
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)