from pygame import display
from pygame.font import Font
from pygame.time import get_ticks, wait

from GameChild import GameChild

class Mainloop(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.overflow = 0
        self.frame_count = 1
        self.actual_frame_duration = 0
        self.frames_this_second = 0
        self.last_framerate_display = 0
        self.load_configuration()
        self.init_framerate_display()
        self.last_ticks = get_ticks()
        self.stopping = False

    def load_configuration(self):
        config = self.get_configuration("display")
        self.target_frame_duration = config["frame-duration"]
        self.wait_duration = config["wait-duration"]
        self.skip_frames = config["skip-frames"]
        self.show_framerate = config["show-framerate"]
        self.framerate_text_size = config["framerate-text-size"]
        self.framerate_text_color = config["framerate-text-color"]
        self.framerate_text_background = config["framerate-text-background"]
        self.framerate_display_flag = config["framerate-display-flag"]

    def init_framerate_display(self):
        if self.framerate_display_active():
            screen = self.get_screen()
            self.last_framerate_count = 0
            self.framerate_topright = screen.get_rect().topright
            self.display_surface = screen
            self.font = Font(None, self.framerate_text_size)
            self.font.set_bold(True)
            self.render_framerate()

    def framerate_display_active(self):
        return self.check_command_line(self.framerate_display_flag) or \
               self.show_framerate

    def render_framerate(self):
        text = self.font.render(str(self.last_framerate_count), False,
                                self.framerate_text_color,
                                self.framerate_text_background)
        rect = text.get_rect()
        rect.topright = self.framerate_topright
        self.framerate_text = text
        self.framerate_text_rect = rect

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

    def advance_frame(self):
        refresh = False
        while self.frame_count > 0:
            refresh = True
            self.parent.frame()
            if self.framerate_display_active():
                self.update_framerate()
            self.frame_count -= 1
            if not self.skip_frames:
                break
        if refresh:
            display.update()

    def update_frame_duration(self):
        last_ticks = self.last_ticks
        actual_frame_duration = get_ticks() - last_ticks
        last_ticks = get_ticks()
        while actual_frame_duration < self.target_frame_duration:
            wait(self.wait_duration)
            actual_frame_duration += get_ticks() - last_ticks
            last_ticks = get_ticks()
        self.actual_frame_duration = actual_frame_duration
        self.last_ticks = last_ticks

    def update_overflow(self):
        self.frame_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.frame_count += 1
            overflow -= target_frame_duration
        overflow = self.overflow

    def update_framerate(self):
        count = self.frames_this_second + 1
        if get_ticks() - self.last_framerate_display > 1000:
            if count != self.last_framerate_count:
                self.last_framerate_count = count
                self.render_framerate()
            self.last_framerate_display = get_ticks()
            count = 0
        self.display_surface.blit(self.framerate_text, self.framerate_text_rect)
        self.frames_this_second = count

    def stop(self):
        self.stopping = True
from os import makedirs
from os.path import exists, join
from sys import exc_info
from time import strftime

from pygame import image

from GameChild import *
from Input import *

class ScreenGrabber(GameChild):

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.delegate = self.get_delegate()
        self.load_configuration()
        self.subscribe(self.save_display)

    def load_configuration(self):
        config = self.get_configuration("screen-captures")
        self.save_path = config["path"]
        self.file_name_format = config["file-name-format"]
        self.file_extension = config["file-extension"]

    def save_display(self, event):
        if self.delegate.compare(event, "capture-screen"):
            directory = self.save_path
            try:
                if not exists(directory):
                    makedirs(directory)
                name = self.build_name()
                path = join(directory, name)
                capture = image.save(self.get_screen(), path)
                self.print_debug("Saved screen capture to %s" % (path))
            except:
                self.print_debug("Couldn't save screen capture to %s, %s" %\
                                 (directory, exc_info()[1]))

    def build_name(self):
        return "{0}.{1}".format(strftime(self.file_name_format),
                                self.file_extension)
from random import randint
from math import sin, cos, atan2, radians, sqrt

def get_step(start, end, speed):
    x0, y0 = start
    x1, y1 = end
    angle = atan2(x1 - x0, y1 - y0)
    return speed * sin(angle), speed * cos(angle)

def get_endpoint(start, angle, magnitude):
    """clockwise, 0 is up"""
    x0, y0 = start
    dx, dy = get_delta(angle, magnitude)
    return x0 + dx, y0 + dy

def get_delta(angle, magnitude):
    angle = radians(angle)
    return sin(angle) * magnitude, -cos(angle) * magnitude

def rotate_2d(point, center, angle, translate_angle=True):
    if translate_angle:
        angle = radians(angle)
    x, y = point
    cx, cy = center
    return cos(angle) * (x - cx) - sin(angle) * (y - cy) + cx, \
           sin(angle) * (x - cx) + cos(angle) * (y - cy) + cy

def get_points_on_circle(center, radius, count, offset=0):
    angle_step = 360.0 / count
    points = []
    current_angle = 0
    for _ in xrange(count):
        points.append(get_point_on_circle(center, radius,
                                          current_angle + offset))
        current_angle += angle_step
    return points

def get_point_on_circle(center, radius, angle, translate_angle=True):
    if translate_angle:
        angle = radians(angle)
    return center[0] + sin(angle) * radius, center[1] - cos(angle) * radius

def get_range_steps(start, end, count):
    for ii in xrange(count):
        yield start + (end - start) * ii / float(count - 1)

def get_distance(p0, p1):
    return sqrt((p0[0] - p1[0]) ** 2 + (p0[1] - p1[1]) ** 2)

def place_in_rect(rect, incoming, contain=True, *args):
    while True:
        incoming.center = randint(0, rect.w), randint(0, rect.h)
        if not contain or rect.contains(incoming):
            collides = False
            for inner in args:
                if inner.colliderect(incoming):
                    collides = True
                    break
            if not collides:
                break

def get_intersection(p0, p1, p2, p3):
    x0, y0 = p0
    x1, y1 = p1
    x2, y2 = p2
    x3, y3 = p3
    a0 = y1 - y0
    b0 = x0 - x1
    c0 = x1 * y0 - x0 * y1
    r2 = a0 * x2 + b0 * y2 + c0
    r3 = a0 * x3 + b0 * y3 + c0
    if r2 != 0 and r3 != 0 and r2 * r3 > 0:
        return None
    a1 = y3 - y2
    b1 = x2 - x3
    c1 = x3 * y2 - x2 * y3
    r0 = a1 * x0 + b1 * y0 + c1
    r1 = a1 * x1 + b1 * y1 + c1
    if r0 != 0 and r1 != 0 and r0 * r1 > 0:
        return None
    denominator = a0 * b1 - a1 * b0
    if denominator == 0:
        return (x0 + x1 + x2 + x3) / 4, (y0 + y1 + y2 + y3) / 4
    if denominator < 0:
        offset = -denominator / 2
    else:
        offset = denominator / 2
    numerator = b0 * c1 - b1 * c0
    x = ((-1, 1)[numerator < 0] * offset + numerator) / denominator
    numerator = a1 * c0 - a0 * c1
    y = ((-1, 1)[numerator < 0] * offset + numerator) / denominator
    return x, y

def collide_line_with_rect(rect, p0, p1):
    for line in ((rect.topleft, rect.topright),
                 (rect.topright, rect.bottomright),
                 (rect.bottomright, rect.bottomleft),
                 (rect.bottomleft, rect.topleft)):
        if get_intersection(p0, p1, *line):
            return True
216.73.216.78
216.73.216.78
216.73.216.78
 
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!