from esp_hadouken.levels.Level import *
from void.Void import *

class Circulor(Level):

    def __init__(self, parent):
        Level.__init__(self, parent)

    def set_void(self):
        self.void = Void(self)
from random import randint
from operator import sub

from pygame import draw

from esp_hadouken.GameChild import *

class Wave(GameChild):

    def __init__(self, parent, orientation, bottom):
        GameChild.__init__(self, parent)
        self.orientation = orientation
        self.bottom = bottom
        self.edge = 0 if orientation == parent.orient_left else \
                    parent.get_width()
        self.set_base_length()
        self.update()

    def set_base_length(self):
        self.base_length = randint(*self.parent.parent.base_range)

    def get_top(self):
        return self.vertices[0][1]

    def get_bottom(self):
        return self.vertices[1][1]

    def update(self):
        self.bottom += self.parent.parent.scroll_speed
        self.set_height()
        self.set_vertices()
        self.draw()

    def get_pos(self):
        return float(self.bottom) / self.parent.get_height()

    def set_height(self):
        height_r = self.parent.parent.height_range
        self.height = self.get_pos() * -sub(*height_r) + height_r[0]

    def set_vertices(self):
        height = self.height
        edge = self.edge
        base_length = self.base_length
        bottom = self.bottom
        peak_x = height if self.orientation == self.parent.orient_left else \
                 edge - height
        base_top = edge, bottom - base_length
        base_bottom = edge, bottom
        peak = peak_x, bottom - base_length / 2
        self.vertices = base_top, base_bottom, peak

    def draw(self):
        parent = self.parent
        draw.polygon(parent, parent.parent.opaque_color, self.vertices)
from esp_hadouken import levels

from Waves import *

class Void(levels.Void.Void):

    def __init__(self, parent):
        levels.Void.Void.__init__(self, parent)
        self.read_configuration()
        self.waves = Waves(self)

    def read_configuration(self):
        config = self.get_configuration()
        prefix = "circulor-level-"
        self.height_range = config[prefix + "height-range"]
        self.base_range = config[prefix + "base-range"]
        self.scroll_speed = config[prefix + "scroll-speed"]
        self.padding = config[prefix + "void-padding"]

    def update_area(self):
        self.waves.update()
from pygame import Surface, Rect

from esp_hadouken.GameChild import *
from Wave import *

class Waves(GameChild, Surface):

    orient_left, orient_right = range(2)

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.init_surface()
        self.set_background()
        self.generate_waves()

    def init_surface(self):
        parent = self.parent
        width = parent.get_width()
        padding = parent.padding
        bandit_height = parent.parent.bandit.rect.h
        height = parent.get_height() - sum(padding) - bandit_height
        rect = Rect(0, padding[0] + bandit_height, width, height)
        Surface.__init__(self, rect.size)
        self.convert()
        self.rect = rect

    def set_background(self):
        background = Surface(self.get_size())
        background.fill(self.parent.transparent_color)
        background.convert()
        self.background = background

    def generate_waves(self):
        self.waves = waves = []
        while not waves or waves[0].get_bottom() < 0:
            self.add_wave()

    def add_wave(self):
        waves = self.waves
        if not waves:
            bottom = self.get_height()
            orientation = self.orient_right
        else:
            bottom = waves[0].get_top()
            orientation = not waves[0].orientation
        waves.insert(0, Wave(self, orientation, bottom))

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

    def set_clip(self):
        parent = self.parent
        y = parent.get_clip().top - parent.padding[0] - \
            parent.parent.bandit.rect.h
        Surface.set_clip(self, Rect((0, y), parent.get_clip().size))

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

    def update_waves(self):
        waves = self.waves
        if waves[0].get_bottom() > 0:
            self.add_wave()
        for wave in waves:
            if wave.get_top() > self.get_height():
                waves.remove(wave)
            else:
                wave.update()

    def draw(self):
        self.parent.blit(self, self.rect)
from esp_hadouken.pgfw.GameChild import GameChild
from esp_hadouken.overworld.Background import Background
from esp_hadouken.overworld.wall.Wall import Wall
from esp_hadouken.Toy import Toy
from esp_hadouken.dot.Dot import Dot

class Overworld(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.delegate = self.get_delegate()
        self.load_configuration()
        self.set_children()
        self.subscribe(self.respond)
        self.place_toy()
        self.reset()
        self.deactivate()

    def load_configuration(self):
        config = self.get_configuration("overworld")
        self.toy_position = config["toy-position"]
        self.audio_path = self.get_resource("overworld", "audio-path")
        self.dot_position = config["dot-position"]

    def set_children(self):
        self.background = Background(self)
        self.toy = Toy(self)
        self.wall = Wall(self)
        self.dot = Dot(self)

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

    def deactivate(self):
        self.active = False

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

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

    def place_toy(self):
        rect = self.toy.rect
        rect.top = self.toy_position
        rect.centerx = self.display_surface.get_rect().centerx

    def reset(self):
        self.place_dot()

    def place_dot(self):
        rect = self.dot.rect
        rect.top = self.dot_position
        rect.centerx = self.display_surface.get_rect().centerx

    def update(self):
        if self.active:
            self.background.update()
            self.toy.update()
            self.wall.update()
            self.dot.update()
216.73.216.131
216.73.216.131
216.73.216.131
 
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)