from os import makedirs, walk, sep, remove
from os.path import join, dirname, basename, exists
from shutil import rmtree, copy, rmtree
from itertools import chain
from zipfile import ZipFile

import py2exe

from Setup import Setup

class SetupWin(Setup):

    def __init__(self):
        Setup.__init__(self)
        self.replace_isSystemDLL()

    def replace_isSystemDLL(self):
        origIsSystemDLL = py2exe.build_exe.isSystemDLL
        def isSystemDLL(pathname):
            if basename(pathname).lower() in ("libogg-0.dll", "sdl_ttf.dll"):
                return 0
            return origIsSystemDLL(pathname)
        py2exe.build_exe.isSystemDLL = isSystemDLL

    def setup(self):
        config = self.config.get_section("setup")
	windows = [{}]
	if config["init-script"]:
	    windows[0]["script"] = config["init-script"]
	if config["windows-icon-path"]:
	    windows[0]["icon-resources"] = [(1, config["windows-icon-path"])]
        Setup.setup(self, windows,
                    {"py2exe": {"packages": self.build_package_list(),
                                "dist_dir": config["windows-dist-path"]}})
        rmtree("build")
        self.copy_data_files()
        self.create_archive()

    def copy_data_files(self):
	root = self.config.get("setup", "windows-dist-path")
        for path in chain(*zip(*self.build_data_map())[1]):
            dest = join(root, dirname(path))
            if not exists(dest):
                makedirs(dest)
            copy(path, dest)
	self.include_readme(root)

    def include_readme(self, root):
	name = "README"
	if exists(name):
	    readme = open(name, "r")
	    reformatted = open(join(root, name + ".txt"), "w")
	    for line in open(name, "r"):
	    	reformatted.write(line.rstrip() + "\r\n")

    def create_archive(self):
        config = self.config.get_section("setup")
        title = self.translate_title() + "-" + config["version"] + "-win"
        archive_name = title + ".zip"
        archive = ZipFile(archive_name, "w")
        destination = config["windows-dist-path"]
        for root, dirs, names in walk(destination):
            for name in names:
                path = join(root, name)
                archive.write(path, path.replace(destination, title + sep))
        archive.close()
        copy(archive_name, "dist")
        remove(archive_name)
        rmtree(destination)
from random import randint
from math import sin, log, pi
from array import array

from pygame.mixer import Sound, get_init

class Samples(Sound):

    def __init__(self):
        self.set_amplitude()
        Sound.__init__(self, self.build())

    def set_amplitude(self):
        self.amplitude = (1 << (self.get_sample_width() * 8 - 1)) - 1

    def get_sample_width(self):
        return abs(get_init()[1] / 8)

    def build(self):
        pass

    def get_empty_array(self, length):
        return array(self.get_array_typecode(), [0] * length)

    def get_array_typecode(self):
        return [None, "b", "h"][self.get_sample_width()]


class Note(Samples):

    base_frequency = 440.0
    base_octave = 4
    base_name = "A"
    names = ["C", "C#", "D", "D#", "E", "F", "F#", "G", "G#", "A", "A#", "B"]
    SQUARE, TRIANGLE, SAW, SINE, DIRTY = range(5)

    def __init__(self, name=None, octave=4, frequency=None, shape=SQUARE,
                 volume=1.0):
        names = self.names
        self.shape = shape
        if frequency is None:
            self.name = name
            self.octave = octave
            self.set_frequency()
        elif name is None:
            self.frequency = float(frequency)
            self.set_name_and_octave()
        Samples.__init__(self)
        self.set_volume(volume)

    def set_frequency(self):
        name, octave = self.name, self.octave
        names = self.names
        octave_length = len(names)
        offset = (octave - self.base_octave) * octave_length + \
                 names.index(name) - names.index(self.base_name)
        self.frequency = self.base_frequency * 2 ** \
                         (offset / float(octave_length))

    def set_name_and_octave(self):
        names = self.names
        octave_length = len(names)
        offset = int(round(log(self.frequency / self.base_frequency, 2) * \
                           octave_length)) + names.index(self.base_name)
        self.octave = self.base_octave + offset / octave_length
        self.name = names[offset % octave_length]

    def __repr__(self):
        return "%s%i %.2f" % (self.name, self.octave, self.frequency)

    def build(self):
        period = int(round(get_init()[0] / self.frequency))
        samples = self.get_empty_array(period)
        shape = self.shape
        if shape == self.TRIANGLE:
            self.store_triangle_wave(samples, period)
        elif shape == self.SAW:
            self.store_saw_wave(samples, period)
        elif shape == self.SINE:
            self.store_sine_wave(samples, period)
        elif shape == self.DIRTY:
            self.store_dirty_wave(samples)
        else:
            self.store_square_wave(samples, period)
        return samples

    def store_triangle_wave(self, samples, period):
        amplitude = self.amplitude
        coefficient = 4 * amplitude / float(period - 1)
        for time in xrange(int(round(period / 2.0))):
            y = int((coefficient * time) - amplitude)
            samples[time] = y
            samples[-time - 1] = y

    def store_saw_wave(self, samples, period):
        amplitude = self.amplitude
        for time in xrange(period):
            samples[time] = int(2 * amplitude / float(period - 1) * time - \
                              amplitude)

    def store_sine_wave(self, samples, period):
        amplitude = self.amplitude
        for time in xrange(period):
            samples[time] = int(round(sin(time / (period / pi / 2)) * \
                                      amplitude))

    def store_dirty_wave(self, samples):
        amplitude = self.amplitude
        for time in xrange(len(samples)):
            samples[time] = randint(-amplitude, amplitude)

    def store_square_wave(self, samples, period):
        amplitude = self.amplitude
        for time in xrange(period):
            if time < period / 2:
                samples[time] = amplitude
            else:
                samples[time] = -amplitude

    def play(self, maxtime=0, fadeout=None, panning=None, fade_in=0):
        channel = Samples.play(self, -1, maxtime, fade_in)
        if fadeout:
            self.fadeout(fadeout)
        if channel and panning:
            channel.set_volume(*panning)
        return channel
import pygame
from pygame.locals import *

from GameChild import GameChild
from Mainloop import Mainloop
from Audio import Audio
from Display import Display
from Configuration import Configuration
from Delegate import Delegate
from Input import Input
from ScreenGrabber import ScreenGrabber
from Profile import Profile
from VideoRecorder import VideoRecorder
from Interpolator import Interpolator
from TimeFilter import TimeFilter

class Game(GameChild):

    resource_path = None

    def __init__(self, config_rel_path=None, type_declarations=None):
        self.profile = Profile(self)
        GameChild.__init__(self)
        self.print_debug(pygame.version.ver)
        self.config_rel_path = config_rel_path
        self.type_declarations = type_declarations
        self.set_configuration()
        pygame.init()
        self.set_children()
        self.subscribe(self.end, QUIT)
        self.subscribe(self.end)
        self.delegate.enable()

    def set_configuration(self):
        self.configuration = Configuration(self.config_rel_path,
                                           self.resource_path,
                                           self.type_declarations)

    def set_children(self):
        self.time_filter = TimeFilter(self)
        self.delegate = Delegate(self)
        self.display = Display(self)
        self.mainloop = Mainloop(self)
        self.input = Input(self)
        self.audio = Audio(self)
        self.screen_grabber = ScreenGrabber(self)
        self.video_recorder = VideoRecorder(self)
        self.interpolator = Interpolator(self)

    def frame(self):
        self.time_filter.update()
        self.delegate.dispatch()
        if not self.interpolator.is_gui_active():
            self.update()
        else:
            self.interpolator.gui.update()
        if self.video_recorder.requested:
            self.video_recorder.update()

    def run(self):
        self.mainloop.run()

    def update(self):
        pass

    def blit(self, source, destination, area=None, special_flags=0):
        self.get_screen().blit(source, destination, area, special_flags)

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

    def end(self, evt):
        if evt.type == QUIT or self.delegate.compare(evt, "quit"):
            self.mainloop.stop()
            self.profile.end()
216.73.216.188
216.73.216.188
216.73.216.188
 
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.


Acadia


Eve


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