from pygame import image, Color

from esp_hadouken.GameChild import *
from esp_hadouken.Font import *

class Score(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.pos = self.get_configuration()["ending-plate-position"]
        self.set_plate()

    def set_plate(self):
        path = self.get_resource("ending-plate-path")
        self.plate = image.load(path).convert_alpha()

    def render_score(self):
        config = self.get_configuration()
        color = Color(config["ending-score-color"])
        size = config["ending-score-size"]
        score = Font(self, size).render(self.build_text(), True, color)
        rect = score.get_rect()
        rect.center = self.plate.get_rect().center
        self.plate.blit(score, rect)

    def build_text(self):
        return "%i:%02i" % divmod(int(self.get_timer().total()), 60)

    def update(self):
        if self.active:
            self.set_plate()
            self.render_score()
            self.draw()

    def draw(self):
        self.parent.blit(self.plate, self.pos)

    def activate(self):
        self.active = True

    def deactivate(self):
        self.active = False
from pygame import Surface, Color
from pygame.locals import *

from esp_hadouken.GameChild import *
from Cell import *

class NamePrompt(GameChild, Surface):

    cell_count = 3
    transparent_color = Color("brown")

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.init_surface()
        self.subscribe_to_events()
        self.add_cells()
        self.deactivate()

    def init_surface(self):
        size = self.get_configuration()["scoreboard-prompt-dimensions"]
        Surface.__init__(self, size)
        self.set_transparent()
        rect = self.get_rect()
        rect.center = self.parent.get_rect().center
        self.rect = rect

    def set_transparent(self):
        color = self.transparent_color
        self.set_colorkey(color)
        self.fill(color)

    def subscribe_to_events(self):
        self.subscribe_to(KEYDOWN, self.respond_to_key)

    def respond_to_key(self, event):
        if self.active:
            key = event.key
            if key >= K_a and key <= K_z:
                self.get_active_cell().set_char(key)
                self.change_active_cell(1)
                self.parent.update()
            elif key == K_BACKSPACE:
                if self.get_active_cell().is_blank():
                    self.change_active_cell(-1)
                self.get_active_cell().reset()
                self.parent.update()

    def get_active_cell(self):
        return self.cells[self.active_cell_index]

    def change_active_cell(self, increment):
        limit = len(self.cells) - 1
        index = self.active_cell_index + increment
        if index > limit:
            index = limit
        elif index < 0:
            index = 0
        self.active_cell_index = index

    def add_cells(self):
        cells = []
        for ii in range(self.cell_count):
            cells.append(Cell(self, ii))
        self.cells = cells
        self.active_cell_index = 0

    def activate(self):
        self.active = True

    def deactivate(self):
        self.active = False

    def update(self):
        if self.active:
            self.draw()

    def draw(self):
        self.parent.blit(self, self.rect)

    def get_initials(self):
        return "".join(map(str, self.cells))
from pygame import Surface, Color
from pygame.locals import *

from esp_hadouken.GameChild import *
from esp_hadouken.Font import *

class Cell(GameChild, Surface):

    def __init__(self, parent, index):
        GameChild.__init__(self, parent)
        self.index = index
        self.init_surface()
        self.reset()

    def __str__(self):
        return chr(self.char).upper()

    def init_surface(self):
        size = self.get_configuration()["scoreboard-prompt-dimensions"]
        margin = self.get_margin()
        width = size[0] / self.parent.cell_count - margin
        Surface.__init__(self, (width, size[1]))
        rect = self.get_rect()
        rect.left = (self.get_width() + margin) * self.index + margin / 2
        self.rect = rect

    def get_margin(self):
        return self.get_configuration()["scoreboard-prompt-margin"]

    def reset(self):
        self.set_char(self.get_blank_char())

    def get_blank_char(self):
        return ord(self.get_configuration()["scoreboard-prompt-blank-char"])

    def set_char(self, char):
        self.char = char
        self.set_color()
        self.draw()

    def set_color(self):
        char = self.char
        if char == self.get_blank_char():
            color = Color(
                self.get_configuration()["scoreboard-prompt-blank-color"])
        else:
            color = self.get_glyph_palette()[char - K_a]
        self.color = color

    def activate(self):
        self.active = True

    def deactivate(self):
        self.active = False

    def draw(self):
        self.fill(self.color)
        self.render_char()
        self.parent.blit(self, self.rect)

    def render_char(self):
        config = self.get_configuration()
        size = config["scoreboard-prompt-text-size"]
        color = Color(config["scoreboard-prompt-text-color"])
        text = Font(self, size).render(str(self), True, color)
        rect = text.get_rect()
        rect.center = self.get_rect().center
        self.blit(text, rect)

    def is_blank(self):
        return self.char == self.get_blank_char()
3.239.76.25
3.239.76.25
3.239.76.25
 
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!