from os import listdir
from os.path import join

from pygame.mixer import Channel, Sound, music, find_channel

from GameChild import *
from Input import *

class Audio(GameChild):

    current_channel = None
    paused = False
    muted = False

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

    def load_fx(self):
        fx = {}
        if self.get_configuration().has_option("audio", "sfx-path"):
            root = self.get_resource("audio", "sfx-path")
            if root:
                for name in listdir(root):
                    fx[name.split(".")[0]] = Sound(join(root, name))
        self.fx = fx

    def respond(self, event):
        if, "mute"):

    def mute(self):
        self.muted = True

    def unmute(self):
        self.muted = False

    def set_volume(self):
        volume = int(not self.muted)
        if self.current_channel:

    def play_bgm(self, path, stream=False):
        if stream:
            self.current_channel = Sound(path).play(-1)

    def stop_current_channel(self):
        if self.current_channel:
        self.current_channel = None
        self.paused = False

    def play_fx(self, name, panning=.5):
        if not self.muted:
            channel = find_channel(True)
            if panning != .5:
                offset = 1 - abs(panning - .5) * 2
                if panning < .5:
                    channel.set_volume(1, offset)
                    channel.set_volume(offset, 1)

    def pause(self):
        channel = self.current_channel
        paused = self.paused
        if paused:
            if channel:
            if channel:
        self.paused = not paused

    def is_bgm_playing(self):
        current = self.current_channel
        if current and current.get_sound():
            return True
        return music.get_busy()
from ld25.pgfw.Setup import Setup

if __name__ == "__main__":
from pgfw.SetupWin import SetupWin

if __name__ == "__main__":
from antidefense.pgfw.Configuration import TypeDeclarations

class Types(TypeDeclarations):

    additional_defaults = {
        "map": {

            "int": "magnitude"},

        "stamps": {

            "int": ["tile-size", "count", "resolution", "max-magnification",
            "list": ["palette-0", "palette-1", "palette-2", "palette-3",
                     "palette-4", "palette-5", "palette-6", "palette-7",
            "float-list": "projection-vector"},

        "scale": {

            "int-list": ["bar-dimensions", "offset"],
            "list": ["prefixes", "colors"],
            "int": ["resolution", "segments", "font-size", "font-padding",
                    "bar-alpha", "stroke-size"]}

from time import sleep

import pygame

from antidefense.pgfw.Game import Game
from antidefense.Types import Types
from import Map

class Antidefense(Game):

    def __init__(self):
        Game.__init__(self, type_declarations=Types())

    def set_children(self):
        Game.set_children(self) = Map(self)

    def update(self):
        self.get_screen().fill((0, 0, 255), (153, 222, 60, 45))
from time import time
from random import choice

from pygame import Surface, Color

from antidefense.pgfw.GameChild import GameChild

class Layer(GameChild, Surface):

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

    def init_surface(self):
        Surface.__init__(self, self.parent.get_size())

    def randomize(self):
        w, h = self.get_size()
        parent = self.parent
        stamps = parent.stamps.get_stamps(parent.get_zoom_level())
        step = stamps[0].get_width()
        start = time()
        for y in range(0, h, step):
            for x in range(0, w, step):
                self.blit(choice(stamps), (x, y))
        print time() - start
from math import sqrt
from random import choice, randint

from pygame import Color, Surface

from antidefense.pgfw.GameChild import GameChild

class Stamps(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.config = self.get_configuration("stamps")

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

    def load_palette(self):
        config = self.config
        resolution = config["section-resolution"]
        parent = self.parent
        w, h = parent.dimensions
        x, y =
        index = int(float(x) / w * resolution) + resolution * \
                int(float(y) / h * resolution)
        self.palette = map(Color, config["palette-" + str(index)])

    def populate(self):
        config = self.config
        resolution = config["resolution"]
        max_magnification = config["max-magnification"]
        magnification_step = float(max_magnification) / resolution
        magnification = 1
        for ii in range(resolution):
            while len(self[ii]) < config["count"]:
                saturation = float(ii) / resolution
            magnification += magnification_step

    def build_stamp(self, saturation, magnification):
        size = self.config["tile-size"] * magnification
        stamp = Surface((size, size))
        self.randomize_stamp(stamp, saturation, magnification)
        return stamp

    def randomize_stamp(self, stamp, saturation, magnification):
        w, h = stamp.get_size()
        for y in range(0, h, magnification):
            for x in range(0, w, magnification):
                          (x, y, magnification, magnification))
    def get_random_color(self, saturation):
        color = choice(self.palette)
        pr, pg, pb = self.config["projection-vector"]
        r, g, b = color[0], color[1], color[2]
        p = sqrt(r ** 2 * pr + g ** 2 * pg + b ** 2 * pb)
        r = int(p + (r - p) * saturation)
        g = int(p + (g - p) * saturation)
        b = int(p + (b - p) * saturation)
        return self.convert_rgb(r, g, b)

    def convert_rgb(self, r, g, b):
        rgb = [hex(x)[2:].zfill(2) for x in (r, g, b)]
        return Color("#" + "".join(rgb))

    def get_stamps(self, zoom_level):
        return self[int((len(self) - 1) * zoom_level)]
August 12, 2013

I've been researching tartan/plaid recently for decoration in my updated version of Ball & Cup, now called Send. I want to create the atmosphere of a sports event, so I plan on drawing tartan patterns at the vertical edges of the screen as backgrounds for areas where spectator ants generate based on player performance. I figured I would make my own patterns, but after browsing tartans available in the official register, I decided to use existing ones instead.

I made a list of the tartans that had what I thought were interesting titles and chose 30 to base the game's levels on. I sequenced them, using their titles to form a loose narrative related to the concept of sending. Here are three tartans in the sequence (levels 6, 7 and 8) generated by an algorithm I inferred by looking at examples that reads a tartan specification and draws its pattern using a simple dithering technique to blend the color stripes.



Spice Apple

It would be wasting an opportunity if I didn't animate the tartans, so I'm thinking about animations for them. One effect I want to try is making them look like water washing over the area where the ants are spectating. I've also recorded some music for the game. Here are the loops for the game over and high scores screens.

Game Over

High Scores