from esp_hadouken import levels

from Road import *

class Void(levels.Void.Void):

    def __init__(self, parent):
        levels.Void.Void.__init__(self, parent)
        self.read_configuration()
        self.road = Road(self)

    def read_configuration(self):
        config = self.get_configuration()
        prefix = "diortem-level-"
        self.padding = config[prefix + "void-padding"]
        self.segment_width_range = config[prefix + "segment-width-range"]
        self.segment_height_range = config[prefix + "segment-height-range"]
        self.shift_range = config[prefix + "shift-range"]
        self.leg_range = config[prefix + "leg-range"]
        self.scroll_speed = config[prefix + "scroll-speed"]

    def update_area(self):
        self.road.update()
from random import randint

from pygame import Surface, Color, Rect

from esp_hadouken.GameChild import *
from Segment import *

class Road(GameChild, Surface):

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

    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.opaque_color)
        background.convert()
        self.background = background

    def set_x_range(self):
        max_seg = self.parent.segment_width_range[1]
        self.x_range = max_seg / 2, self.get_width() - max_seg / 2

    def generate_segments(self):
        self.segments = []
        self.leg = Leg(self)
        y = self.get_height()
        while y > 0:
            self.add_segment(y)
            y -= self.segments[0].rect.h

    def add_segment(self, bottom=None):
        leg = self.leg
        segments = self.segments
        if leg.is_complete():
            leg = Leg(self)
        if bottom is None:
            bottom = segments[0].rect.top
        x = segments[0].rect.centerx if segments else 0
        segments.insert(0, Segment(self, leg, bottom, x))
        leg.advance()
        self.leg = leg

    def update(self):
        self.set_clip()
        self.clear()
        self.update_segments()
        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_segments(self):
        if self.segments[0].rect.top >= -self.parent.segment_height_range[1]:
            self.add_segment()
        for segment in self.segments:
            if segment.rect.top > self.get_height():
                self.segments.remove(segment)
            else:
                segment.update()

    def draw(self):
        self.parent.blit(self, self.rect)


class Leg:

    dirs = [-1, 1]

    def __init__(self, road):
        self.road = road
        self.length = randint(*road.parent.leg_range)
        self.direction = self.dirs[randint(0, len(self.dirs) - 1)]
        self.index = 0

    def advance(self):
        self.index += 1
        self.shift = randint(*self.road.parent.shift_range) * self.direction

    def change_direction(self):
        dirs = self.dirs
        direction = self.direction
        if direction == dirs[0]:
            direction = dirs[1]
        else:
            direction = dirs[0]
        self.direction = direction

    def is_complete(self):
        return self.index >= self.length
from operator import sub
from random import randint

from pygame import Surface, Rect, Color, transform, draw

from esp_hadouken.GameChild import *

class Segment(GameChild):

    def __init__(self, parent, leg, bottom, x):
        GameChild.__init__(self, parent)
        self.init_rect(leg, bottom, x)
        self.color = parent.parent.transparent_color

    def init_rect(self, leg, bottom, x):
        parent = self.parent
        rect = Rect(0, 0, 0, randint(*parent.parent.segment_height_range))
        x_range = parent.x_range
        if x is None:
            x = randint(*x_range)
        else:
            x += leg.direction * randint(*parent.parent.shift_range)
        if x < x_range[0] or x > x_range[1]:
            leg.change_direction()
            if x < x_range[0]:
                x = x_range[0]
            else:
                x = x_range[1]
        rect.centerx = x
        rect.bottom = bottom
        self.rect = rect

    def update(self):
        self.update_width()
        self.recenter()
        self.scroll()
        self.draw()

    def update_width(self):
        parent = self.parent
        rect = self.rect
        pos = float(rect.bottom) / parent.get_height()
        centerx = rect.centerx
        width_r = parent.parent.segment_width_range
        rect.w = pos * -sub(*width_r) + width_r[0]
        rect.centerx = centerx

    def recenter(self):
        rect = self.rect
        right_bound = self.parent.get_width()
        if rect.left < 0:
            rect.left = 0
        elif rect.right > right_bound:
            rect.right = right_bound

    def scroll(self):
        self.rect.top += self.parent.parent.scroll_speed

    def draw(self):
        draw.rect(self.parent, self.color, self.rect)
from random import randint

from pygame import Surface, Color

from esp_hadouken.levels.Void import *
from Barrier import *

class Gauntlet(Void):

    step_count = 0

    def __init__(self, parent):
        Void.__init__(self, parent)
        self.read_configuration()
        self.set_area()
        self.generate_barriers()

    def read_configuration(self):
        config = self.get_configuration()
        prefix = "horse-level-"
        self.padding = config[prefix + "void-padding"]
        self.size_range = config[prefix + "size-range"]
        self.step_limit = config[prefix + "step-limit"]

    def set_area(self):
        self.set_y_range()
        y_range = self.y_range
        height = y_range[1] - y_range[0]
        area = Surface((self.parent.get_width(), height)).convert()
        self.area_bg = Surface(area.get_size()).convert()
        self.area = area

    def set_y_range(self):
        padding = self.padding
        start = self.parent.bandit.rect.h + padding[0]
        end = self.get_height() - padding[1]
        self.y_range = start, end

    def generate_barriers(self):
        self.barriers = barriers = []
        y = 0
        while y < self.area.get_height():
            sibling = None if not barriers else barriers[-1]
            barriers.append(Barrier(self, y, sibling))
            y += barriers[-1].get_height()

    def update_area(self):
        self.update_step_count()
        self.clear_area()
        self.update_barriers()
        self.draw_area()

    def update_step_count(self):
        count = self.step_count + 1
        if count > self.step_limit:
            count = 0
            self.toggle_barrier_headings()
        self.step_count = count

    def toggle_barrier_headings(self):
        for barrier in self.barriers:
            barrier.toggle_heading()

    def clear_area(self):
        self.area.blit(self.area_bg, (0, 0))

    def update_barriers(self):
        for barrier in self.barriers:
            barrier.update()

    def draw_area(self):
        self.blit(self.area, (0, self.y_range[0]))
216.73.216.8
216.73.216.8
216.73.216.8
 
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)