from pygame import Color, Surface, draw, PixelArray

from xenographic_wall.pgfw.GameChild import GameChild

class Ring(GameChild, Surface):

    transparent_color = Color("magenta")

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

    def init_surface(self):
        config = self.get_configuration("scope")
        ring_count = config["ring-count"]
        width = config["diameter"] / ring_count * (ring_count - self.index)
        Surface.__init__(self, (width, width))
        color = self.transparent_color
        rect = self.get_rect() =
        self.rect = rect

    def draw_circle(self):
        radius = self.get_width() / 2, self.get_neutral_color(), (radius, radius), radius)

    def get_neutral_color(self):
        return Color(self.get_configuration("scope", "neutral-color"))

    def set_color(self, color):
        pixels = PixelArray(self)
        center = self.get_rect().center
        current = pixels[center[0]][center[1]]
        pixels.replace(current, color)
        del pixels

    def get_alpha(self):
        return self.alpha

    def set_alpha(self, alpha):
        self.alpha = alpha
        Surface.set_alpha(self, int(alpha))

    def update(self):

    def draw(self):
        self.parent.parent.parent.blit(self, self.rect)
from xenographic_wall.pgfw.GameChild import GameChild
from xenographic_wall.creatures.Creature import Creature

class Creatures(GameChild, list):

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

    def reset(self):
        list.__init__(self, [])
        for creature in self:

    def populate(self):
        self.append(Creature(self, 3, 1))
        self.append(Creature(self, 3, 2))
        self.append(Creature(self, 3, 3))
        self.append(Creature(self, 3, 4))
        self.append(Creature(self, 3, 5))
        self.append(Creature(self, 3, 6))

    def update(self):
        for creature in self:
from re import search
from os import listdir
from os.path import join, basename
from glob import glob
from time import time
from random import randrange
from math import atan, sin, cos, sqrt, copysign

from pygame import Surface, image, Color

from xenographic_wall.pgfw.GameChild import GameChild

class Creature(GameChild, Surface):

    transparent_color = Color("magenta")
    def __init__(self, parent, genus_id, species_id):
        GameChild.__init__(self, parent)
        self.genus_id = genus_id
        self.species_id = species_id
        self.current_frame_index = 0
        self.last_advance = 0

    def load_frames(self):
        frames = []
        root = self.build_species_dir()
        for path in sorted(glob(join(root, "*.png"))):
            frames.append(Frame(self, path))
        self.frames = frames
        self.rect = frames[0].get_rect()

    def build_species_dir(self):
        root = self.get_resource("creature", "root")
        genus_dir = glob(join(root, "{0}*".format(self.genus_id)))[0]
        return glob(join(genus_dir, "{0}*".format(self.species_id)))[0]

    def read_stats(self):
        path = join(self.build_species_dir(),
                    self.get_configuration("creature", "stat-file"))
        duration, food, speed = file(path).read().split()
        self.eat_duration = int(duration) = int(food)
        self.speed = float(speed)

    def init_surface(self):
        Surface.__init__(self, self.frames[0].get_size())

    def reset(self):

    def finish_eating(self):
        self.eat_start_time = None

    def update_nearest_mushroom(self):
        mushrooms = self.get_mushrooms()
        food =
        available = mushrooms[food]
        nearest = None
        for mushroom in available:
            if not mushroom.eaten:
                distance = self.get_distance_to_mushroom(mushroom)
                if not nearest or distance < nearest_distance:
                    nearest = mushroom
                    nearest_distance = distance
        if not nearest:
            nearest = mushrooms.add_mushroom(food)
        self.nearest_mushroom = nearest

    def get_mushrooms(self):
        return self.parent.parent.mushrooms

    def get_distance_to_mushroom(self, mushroom):
        start =
        end =
        return sqrt((end[0] - start[0]) ** 2 + (end[1] - start[1]) ** 2)

    def set_path(self):
        speed = self.speed
        start =
        end =
        x_distance = end[0] - start[0]
        y_distance = end[1] - start[1]
        if not x_distance and not y_distance:
            dx, dy = 0, 0
        elif not x_distance:
            dx, dy = 0, speed
        elif not y_distance:
            dx, dy = speed, 0
            angle = atan(float(x_distance) / y_distance)
            dx = sin(angle) * speed
            dy = cos(angle) * speed
        self.dx = abs(dx) * copysign(1, x_distance)
        self.dy = abs(dy) * copysign(1, y_distance)
        self.x_travelled = 0
        self.y_travelled = 0
        self.path_start = start

    def place(self):
        area = self.parent.parent.get_rect()
        self.rect.topleft = randrange(area.w), randrange(area.h)

    def update(self):

    def clear(self):

    def advance_frame(self):
        current_time = time()
        duration = (current_time - self.last_advance) * 100
        if duration > self.get_current_frame().duration:
            index = self.current_frame_index + 1
            if index >= len(self.frames):
                index = 0
            self.last_advance = current_time
            self.current_frame_index = index

    def get_current_frame(self):
        return self.frames[self.current_frame_index]

    def confirm_nearest_mushroom(self):
        if not self.is_eating() and self.nearest_mushroom.eaten:

    def eat_mushroom(self):
        location = self.nearest_mushroom.rect
        if not self.is_eating() and self.rect.colliderect(location):
            self.eat_start_time = time()

    def is_eating(self):
        return self.eat_start_time is not None

    def continue_eating(self):
        if self.is_eating():
            duration = (time() - self.eat_start_time) * 1000
            nearest = self.nearest_mushroom
            limit = self.eat_duration
            if duration > limit:
            elif duration >= limit / 2 and not nearest.bitten:

    def move(self):
        if not self.is_eating():
            rect = self.rect
            destination = self.nearest_mushroom
            remaining = self.get_distance_to_mushroom(destination)
            if remaining < self.speed:
                self.x_travelled += self.dx
                self.y_travelled += self.dy
                start = self.path_start
                rect.centerx = start[0] + self.x_travelled
                rect.centery = start[1] + self.y_travelled

    def contain(self):
        rect = self.rect
        area = self.parent.parent.get_rect()
        if rect.bottom > area.bottom:
            rect.bottom = area.bottom
        elif <
        if rect.right > area.right:
            rect.right = area.right
        elif rect.left < area.left:
            rect.left = area.left

    def draw(self):
        self.blit(self.get_current_frame().image, (0, 0))
        self.parent.parent.blit(self, self.rect)

class Frame(GameChild):

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

    def set_image(self):
        self.image = image.load(self.path).convert_alpha()

    def set_duration(self):
        separator = self.get_configuration("creature", "field-separator")
        self.duration = int(search(separator + "(.*)\.",

    def get_rect(self):
        return self.image.get_rect()

    def get_size(self):
        return self.image.get_size()
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!

You will need an emulator to play. Try Mednafen (Windows/Linux) or Boycott Advance (OS X)