from os import listdir
from os.path import join

from transistors.GameChild import *
from Slide import *

class Slides(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.load()
        self.current = 0

    def load(self):
        slides = []
        directory = self.get_resource("introduction-images-path")
        for path in sorted(listdir(directory)):
            slides.append(Slide(self, join(directory, path)))
        self.slides = slides

    def reset(self):
        self.current = 0

    def advance(self):
        looped = False
        current = self.current + 1
        if current >= len(self.slides):
            current = 0
            looped = True
        self.current = current
        return not looped

    def draw(self):
        self.slides[self.current].draw()
from pygame import image
from pygame.transform import smoothscale

from transistors.GameChild import *

class Slide(GameChild):

    def __init__(self, parent, path):
        GameChild.__init__(self, parent)
        self.path = path
        self.destination = self.get_screen()
        self.load()

    def load(self):
        size = self.destination.get_size()
        self.slide = smoothscale(image.load(self.path), size).convert()

    def draw(self):
        self.destination.blit(self.slide, (0, 0))
class Parameters:

    ints = ["time-limit", "display-frame-duration", "display-wait-duration",
            "terrain-size", "orb-size", "orb-padding", "manna-size",
            "cells-type-count", "audio-bg-channel", "terrain-border"]

    floats = ["territory-initial-coverage"]

    tuples = ["display-dimensions"]

    paths = ["introduction-images-path", "capture-path"]

    str_lists = ["territory-colors", "keys-reset", "keys-capture-screen",
                 "keys-quit"]

    bools = []
import re
import os
from os.path import isfile, join

import pygame

from Parameters import *

class Configuration(dict):

    assignment_operator = "="
    comments_operator = "#"
    field_separator = ","
    keys_prefix = "keys_"
    true_values = ["yes", "y", "true", "t", "1"]
    
    def __init__(self):
        self.set_file_path()
        self.parse()

    def set_file_path(self):
        path = "config"
        if not isfile(path):
            path = join("/usr/local/share/transistors/", path)
        self.file_path = path            
    
    def parse(self):
        for line in file(self.file_path):
            line = line.strip()
            if len(line) > 0 and line[0] != self.comments_operator:
                (lval, rval) = map(
                    str.strip, line.split(self.assignment_operator))
                if lval in Parameters.ints:
                    rval = int(rval)
                if lval in Parameters.floats:
                    rval = float(rval)
                if lval in Parameters.bools:
                    rval = True if self.is_true_value(rval) else False
                if lval in Parameters.paths:
                    rval = os.path.join(*rval.split(os.sep))
                if lval in Parameters.tuples:
                    rval = eval(rval)
                if lval in Parameters.str_lists:
                    rval = map(str.strip, rval.split(self.field_separator))
                    if self.is_key_assignment(lval):
                        rval = map(lambda key: getattr(pygame, key), rval)
                self[lval] = rval

    def is_true_value(self, rval):
        return rval.lower() in self.true_values

    def is_key_assignment(self, lval):
        pattern = "^" + self.keys_prefix + "*"
        return re.match(pattern, lval) is not None
from transistors.GameChild import *
from transistors.EventDelegate import *
from terrain.Terrain import *

class World(GameChild):

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

    def subscribe_to_events(self):
        self.subscribe_to(EventDelegate.state_change_event,
                          self.respond_to_state_change)

    def respond_to_state_change(self, evt):
        if evt.state == "introduction-finished":
            self.activate()

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

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

    def deactivate(self):
        self.active = False

    def add_terrain(self):
        width, height = self.get_screen().get_size()
        terrain_width = self.get_configuration()["terrain-size"]
        terrain = []
        for ii in range(width / terrain_width + 1):
            for jj in range(height / terrain_width + 1):
                terrain.append(Terrain(self, (ii, jj)))
        self.terrain = terrain        

    def update(self):
        if self.active:
            for terrain in self.terrain:
                terrain.update()
from pygame import Surface, Rect, Color

from transistors.GameChild import *

class Terrain(GameChild, Surface):

    def __init__(self, parent, coordinates):
        GameChild.__init__(self, parent)
        self.coordinates = coordinates
        self.init_surface()
        self.set_rect()
        self.set_background()
        self.set_clip()

    def init_surface(self):
        width = self.get_configuration()["terrain-size"]
        Surface.__init__(self, (width, width))

    def set_rect(self):
        rect = self.get_rect()
        ii, jj = self.coordinates
        offset = self.get_width() / 2
        rect.topleft = ii * rect.w - offset, jj * rect.w - offset
        self.rect = rect

    def set_background(self):
        background = Surface(self.get_size())
        background.fill(Color(self.get_configuration()["terrain-border-color"]))
        self.blit(background, (0, 0))
        self.background = background

    def set_clip(self):
        width = self.get_width() - self.get_configuration()["terrain-border"]
        Surface.set_clip(self, Rect(0, 0, width, width))

    def update(self):
        self.clear()
        self.draw()

    def clear(self):
        self.blit(self.background, (0, 0))

    def draw(self):
        self.fill(Color("black"))
        self.get_screen().blit(self, self.rect)
216.73.216.52
216.73.216.52
216.73.216.52
 
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!