from pygame import image

from esp_hadouken.GameChild import *

class Exit(GameChild):

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

    def load_image(self):
        img = image.load(self.get_resource("level-exit-path")).convert()
        img.set_alpha(self.get_configuration()["level-exit-alpha"])
        self.img = img

    def set_rect(self):
        rect = self.img.get_rect()
        width, height = self.parent.get_size()
        rect.bottomright = width - 10, height - 8
        self.rect = rect

    def draw(self):
        self.parent.blit(self.img, self.rect)
from pygame import Surface, Color, Rect

from esp_hadouken.GameChild import GameChild

class Void(Surface, GameChild):

    transparent_color = Color("magenta")
    opaque_color = Color("black")

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        Surface.__init__(self, parent.get_size())
        self.set_colorkey(self.transparent_color)
        self.set_background()

    def set_background(self):
        bg = Surface(self.parent.get_clip().size)
        bg.fill(self.transparent_color)
        self.background = bg.convert()

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

    def set_clip(self):
        Surface.set_clip(self, self.parent.get_clip())

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

    def update_area(self):
        pass

    def draw(self):
        clip = self.get_clip()
        self.parent.blit(self, clip, clip)
from pygame.locals import *

from esp_hadouken.GameChild import *
from esp_hadouken.Input import *
from octo.Octo import *
from diortem.Diortem import *
from circulor.Circulor import *
from horse.Horse import *
from tooth.Tooth import *

class LevelFactory(GameChild):

    level = None

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.subscribe_to_events()

    def subscribe_to_events(self):
        self.subscribe_to(USEREVENT, self.load_level)
        self.subscribe_to(Input.command_event, self.clear_level)

    def load_level(self, evt):
        if evt.name == "bandit-encountered":
            bandit = evt.bandit
            self.level = globals()[bandit.name.capitalize()](self)

    def clear_level(self, evt=None):
        if not evt or evt.command == "reset":
            if self.level:
                self.level.end()
            self.level = None

    def update(self):
        if self.level:
            self.level.update()
from os.path import join

from esp_hadouken.sprite.Sprite import *
from esp_hadouken.GameChild import *

class Bandit(Sprite):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.init_sprite()
        self.place()
        self.show()

    def init_sprite(self):
        name = self.parent.get_name()
        config = self.get_configuration()
        directory = self.get_resource("level-bandit-sprite-path")
        path = join(directory, name + config["image-extension"])
        Sprite.__init__(self, self.parent, path, self.parent)

    def place(self):
        name = self.parent.get_name()
        pos = self.get_configuration()[name + "-level-bandit-position"]
        self.rect.center = pos
from pygame import Surface, Color

from esp_hadouken.GameChild import *
from esp_hadouken.Font import *

class Distance(GameChild, Surface):

    transparent_color = Color("magenta")

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.init_surface()
        self.set_font()
        self.rect = self.get_rect()

    def init_surface(self):
        Surface.__init__(self, self.get_configuration()["distance-dimensions"])
        self.set_colorkey(self.transparent_color)

    def set_font(self):
        self.font = Font(self, self.get_configuration()["distance-text-size"])

    def place(self):
        self.rect.bottomleft = self.parent.get_clip().bottomleft

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

    def clear(self):
        self.fill(Color(self.get_configuration()["distance-background-color"]))

    def render_distance(self):
        config = self.get_configuration()
        distance = self.parent.get_distance_to_target()
        text = "%i%s" % (int(distance * config["distance-modifier"]),
                         config["distance-suffix"])
        color = Color(config["distance-text-color"])
        rend = self.font.render(text, True, color)
        rect = rend.get_rect()
        rect.center = self.get_rect().center
        self.blit(rend, rect)

    def draw(self):
        self.parent.blit(self, self.rect)
from esp_hadouken.levels.Level import *
from void.Void import *

class Diortem(Level):

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

    def set_void(self):
        self.void = Void(self)
216.73.216.60
216.73.216.60
216.73.216.60
 
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)