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()
        self.load_fx()
        self.subscribe(self.respond)

    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 self.delegate.compare(event, "mute"):
            self.mute()

    def mute(self):
        self.muted = True
        self.set_volume()

    def unmute(self):
        self.muted = False
        self.set_volume()

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

    def play_bgm(self, path, stream=False):
        self.stop_current_channel()
        if stream:
            music.load(path)
            music.play(-1)
        else:
            self.current_channel = Sound(path).play(-1)
        self.set_volume()

    def stop_current_channel(self):
        music.stop()
        if self.current_channel:
            self.current_channel.stop()
        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)
                else:
                    channel.set_volume(offset, 1)
            channel.play(self.fx[name])

    def pause(self):
        channel = self.current_channel
        paused = self.paused
        if paused:
            music.unpause()
            if channel:
                channel.unpause()
        else:
            music.pause()
            if channel:
                channel.pause()
        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()
# -*- coding: utf-8 -*-

from random import randint, randrange, choice
from time import time
from operator import itemgetter

from pygame import Surface, PixelArray, Rect
from pygame.draw import aalines, polygon
from pygame.font import Font
from pygame.mixer import Sound
from pygame.locals import *

from lib.pgfw.pgfw.Game import Game
from lib.pgfw.pgfw.GameChild import GameChild
from lib.pgfw.pgfw.Sprite import Sprite
from lib.pgfw.pgfw.extension import render_box

class ElectricSieve(Game):

    def __init__(self):
        Game.__init__(self)
        self.background = Surface(self.display.screen.get_size())
        self.background.fill((255, 80, 190))
        self.title.activate()

    def set_children(self):
        Game.set_children(self)
        self.title = Title(self)
        self.sieve = Sieve(self)
        self.triangles = Triangles(self)
        self.acid = Acid(self)
        self.static = Static(self)

    def update(self):
        self.title.update()
        if self.triangles.active:
            self.display.screen.blit(self.background, (0, 0))
        self.triangles.update()
        self.sieve.update()
        self.static.update()


class Title(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.delegate = self.parent.delegate
        bg_color = (255, 222, 173)
        self.background = surface = Surface(self.display_surface.get_size())
        tile = Surface((2, 2))
        tile.fill(bg_color)
        tile.set_at((0, 1), (220, 119, 41))
        tile.set_at((1, 0), (220, 119, 41))
        for y in xrange(0, surface.get_height(), 2):
            for x in xrange(0, surface.get_width(), 2):
                surface.blit(tile, (x, y))
        # font = Font(self.get_resource("display", "title-font-path"), 20)
        # font.set_italic(True)
        # font.set_bold(True)
        # self.captions = captions = Sprite(self), Sprite(self)
        # colors = (0, 68, 170), (255, 255, 255), (128, 128, 128), \
        #          (220, 119, 41), (255, 80, 80), (0, 90, 110)
        # texts = ["", ""]
        # for ii, text in \
        #         enumerate(self.get_configuration("display",
        #                                          "caption").upper().split()):
        #     texts[ii] += "•" * (5 if ii else 3)
        #     for ch in text:
        #         texts[ii] += ch + "    "
        #     texts[ii] = texts[ii].strip() + "•" * (5 if ii else 3)
        # for _ in xrange(25):
        #     color = choice(colors)
        #     captions[0].add_frame(font.render(texts[0], True, color, (220, 208, 255)))
        #     captions[1].add_frame(font.render(texts[1], True, color, (220, 208, 255)))
        # cx = self.display_surface.get_rect().centerx
        # captions[0].location.center = cx, 301
        # captions[1].location.center = cx, 398
        self.scoreboard = Scoreboard(self)
        self.music = Sound(self.get_resource("audio", "title"))
        self.advance = Sound(self.get_resource("audio", "title-advance"))
        self.subscribe(self.respond)

    def respond(self, event):
        if self.active:
            if self.delegate.compare(event, "advance"):
                self.deactivate()
                self.parent.triangles.activate()
                self.parent.sieve.activate()
                self.parent.static.activate()
                self.advance.play()

    def activate(self):
        self.active = True
        self.music.play(-1)

    def deactivate(self):
        self.active = False
        self.music.fadeout(500)

    def update(self):
        if self.active:
            self.display_surface.blit(self.background, (0, 0))
            # for caption in self.captions:
            #     caption.update()
            self.scoreboard.update()


class Strip(Sprite):

    LEFT, RIGHT = range(2)

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.deactivate()
        self.display_surface = self.get_display_surface()
        self.delegate = self.get_game().delegate
        self.hshifts = Shift(self, 1, "shift-2"), Shift(self, -1, "shift-2")
        self.add_frames()
        self.subscribe(self.respond)

    def deactivate(self):
        self.active = False

    def reset(self):
        for shift in self.hshifts:
            shift.reset()

    def add_frames(self):
        pass

    def respond(self, event):
        if self.active:
            compare = self.delegate.compare
            if compare(event, "left") or compare(event, "left", True):
                self.hshifts[self.LEFT].active = not event.cancel
            elif compare(event, "right") or compare(event, "right", True):
                self.hshifts[self.RIGHT].active = not event.cancel

    def activate(self):
        self.active = True

    def update(self):
        if self.active:
            for shift in self.hshifts:
                shift.update()
                if shift.time:
                    self.move(shift.get_change())
            Sprite.update(self)


class Shift(GameChild):

    def __init__(self, parent, direction, nodeset):
        GameChild.__init__(self, parent)
        self.direction = direction
        self.reset()
        self.timer = self.get_game().time_filter
        self.nodeset = self.get_game().interpolator.get_nodeset(nodeset)

    def reset(self):
        self.active = False
        self.time = 0

    def update(self):
        least, greatest = self.nodeset[0].x, self.nodeset[-1].x
        if self.active and self.time < greatest:
            self.time = min(self.time + self.timer.get_last_frame_duration(),
                            greatest)
        elif not self.active and self.time > least:
            self.time = max(self.time - self.timer.get_last_frame_duration(),
                            least)

    def get_change(self):
        return self.nodeset.get_y(self.time) * self.direction


class Scoreboard(GameChild):


    BACKGROUND = 255, 255, 255
    FOREGROUND = 27, 27, 27
    NEW = 27, 27, 27
    SPACING = 70
    MARGIN = 30
    BLINK_INTERVAL = 400
    PADDING = 6
    BORDER = 1
    SCORE_COUNT = 9

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        ds = self.display_surface = self.get_display_surface()
        self.scores_path = self.get_resource("score", "path")
        self.most_recent_score = None
        self.load()

    def load(self):
        self.sprites = sprites = []
        font_path = self.get_resource("display", "scoreboard-font-path")
        sizes = [24] * self.SCORE_COUNT
        blink = False
        for ii, score in enumerate(self.get_scores()[:len(sizes)]):
            font = Font(font_path, sizes[ii])
            sprites.append((Sprite(self, self.BLINK_INTERVAL),
                            Sprite(self, self.BLINK_INTERVAL)))
            score_text = str(score[1])
            color = self.BACKGROUND if (self.most_recent_score and not blink and score[1:] == \
                                        self.most_recent_score) else self.FOREGROUND
            score_plate = font.render(score_text, False, color, self.BACKGROUND)
            rect = score_plate.get_rect()
            surface = Surface(rect.inflate((2, 2)).size)
            surface.fill(self.FOREGROUND)
            rect.center = surface.get_rect().center
            surface.blit(score_plate, rect)
            sprites[ii][1].add_frame(render_box(font, score_text, False, color,
                                                self.BACKGROUND, self.FOREGROUND, self.BORDER, self.PADDING))
            sprites[ii][0].add_frame(render_box(font, score[2], False, color,
                                                 self.BACKGROUND, self.FOREGROUND, self.BORDER, self.PADDING))
            if self.most_recent_score and not blink and score[1:] == self.most_recent_score:
                sprites[ii][1].add_frame(render_box(font, score_text, False, self.NEW,
                                                    self.BACKGROUND, self.FOREGROUND, self.BORDER, self.PADDING))
                sprites[ii][0].add_frame(render_box(font, score[2], False, self.NEW,
                                                    self.BACKGROUND, self.FOREGROUND, self.BORDER, self.PADDING))
                blink = True
            sprites[ii][0].location.left = self.MARGIN
            sprites[ii][1].location.right = self.get_display_surface().get_rect().right - self.MARGIN
            y = self.get_display_surface().get_rect().centery + self.SPACING * (ii - len(sizes) / 2)
            for sprite in sprites[ii]:
                sprite.location.centery = y

    def get_scores(self):
        scores = []
        for line in file(self.scores_path, "r"):
            fields = line.split()
            scores.append((float(fields[0]), int(fields[1]), fields[2]))
        scores = sorted(scores, key=itemgetter(0))
        return sorted(scores, key=itemgetter(1), reverse=True)

    def write(self, initials):
        score = int(round(self.get_game().triangles.score))
        fields = str(time()), str(score), initials
        file(self.scores_path, "a").write(fields[0] + " " + fields[1] + " " + fields[2] + "\n")
        self.most_recent_score = score, initials
        self.load()

    def update(self):
        for pair in self.sprites:
            for sprite in pair:
                sprite.update()


class Sieve(Strip):

    UP, DOWN = range(2)

    def __init__(self, parent):
        Strip.__init__(self, parent)
        self.delegate = self.get_game().delegate
        self.electric = Electric(self)
        self.add_location(offset=(self.location.w, 0))

    def add_frames(self):
        bar_locations = []
        self.bar_rects = bar_rects = []
        x = 0
        sh = 30
        nodeset = self.get_game().interpolator.get_nodeset("scale")
        self.bar_w = bar_w = 3
        self.gaps = gaps = []
        while x < nodeset[-1].x:
            bar_locations.append(x)
            bar_rects.append(Rect(x, 0, bar_w, sh))
            gaps.append(nodeset.get_y(x, natural=True))
            x += gaps[-1]
        surface = Surface((x, sh))
        transparent_color = (255, 0, 255)
        surface.fill(transparent_color)
        surface.set_colorkey(transparent_color)
        frames = surface, surface.copy()
        colors = (0, 255, 0), (153, 0, 204)
        for x in bar_locations:
            bar_rects.append(Rect(x + surface.get_width(), 0, bar_w, sh))
            for ii, frame in enumerate(frames):
                frame.fill(colors[ii], (x, 0, bar_w, sh))
                frame.fill(colors[ii - 1], (x + 1, 1, 1, sh - 2))
        for frame in frames:
            self.add_frame(frame)

    def reset(self):
        Strip.reset(self)
        self.location.centerx = self.display_surface.get_rect().centerx
        self.locations[1].centerx = self.location.centerx + self.location.w

    def update(self):
        if self.active:
            if self.location.right < 0:
                self.move(self.location.w)
            if self.locations[1].left > self.display_surface.get_width():
                self.move(-self.location.w)
            for location in self.locations:
                location.bottom = self.parent.acid.get_top()
            self.electric.location.centery = self.location.centery + 13
            self.electric.update()
            for rect in self.bar_rects:
                rect.centery = self.location.centery
            Strip.update(self)


class Electric(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.add_frames()

    def add_frames(self):
        surface = Surface((self.display_surface.get_width(),
                           self.parent.location.h - 10))
        frames = surface, surface.copy()
        colors = (255, 255, 0), (100, 89, 213)
        pixel_arrays = PixelArray(frames[0]), PixelArray(frames[1])
        for x in xrange(len(pixel_arrays[0])):
            for y in xrange( len(pixel_arrays[0][0])):
                pixel_arrays[0][x][y] = colors[(y + x) % 2]
                pixel_arrays[1][x][y] = colors[(y + x + 1) % 2]
        for pixels in pixel_arrays:
            del pixels
        for frame in frames:
            self.add_frame(frame)


class Triangles(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.music = Sound(self.get_resource("audio", "triangles"))
        self.deactivate()
        self.display_surface = self.get_display_surface()
        self.delegate = self.get_game().delegate
        self.booster = Shift(self, 1, "boost")
        self.hit = Sound(self.get_resource("audio", "hit"))
        self.miss = Sound(self.get_resource("audio", "miss"))
        self.reset()
        self.subscribe(self.respond)

    def deactivate(self):
        self.active = False
        self.music.fadeout(500)

    def reset(self):
        list.__init__(self, [])
        self.streak = 0
        self.score = 0
        self.booster.reset()

    def populate(self):
        if not self:
            self.append(Triangle(self))
            self[-1].location.bottom = 0
            self.set_next_gap()
        while self[-1].location.top > -self.display_surface.get_height():
            self.append(Triangle(self))
            self[-1].location.bottom = self[-2].location.top - self.next_gap
            self.set_next_gap()

    def set_next_gap(self):
        self.next_gap = randint(500, 800)

    def respond(self, event):
        if self.active:
            compare = self.delegate.compare
            if compare(event, "down") or compare(event, "down", True):
                self.booster.active = not event.cancel

    def get_boost(self):
        return self.booster.get_change()

    def activate(self):
        self.active = True
        self.music.play(-1, 0, 500)

    def update(self):
        if self.active:
            self.populate()
            self.booster.update()
            if self[0].location.collidelist(self.parent.sieve.locations) != -1:
                sieve = self.parent.sieve
                if self[0].location.colliderect(sieve.electric.location):
                    self.parent.acid.increase()
                    self.streak += 1
                    self.score += self.streak ** .8 + \
                                  self.parent.acid.get_volume() * 5 + \
                                  self[0].count
                    self.remove(self[0])
                    self.hit.play()
                else:
                    for br in sieve.bar_rects:
                        for tr in self[0].collision_rects:
                            if tr.move((self[0].location.left,
                                        0)).colliderect(br.move((sieve.location.left,
                                                                 0))):
                                self.remove(self[0])
                                self.parent.static.increase()
                                self.streak = 0
                                self.miss.play()
                                break
            for triangle in self:
                triangle.update()


class Triangle(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        mark = randint(112, 328)
        sieve = self.parent.parent.sieve
        gaps = sieve.gaps
        start = randrange(0, len(gaps))
        widths = [gaps[start]]
        while sum(widths) < mark:
            widths.append(gaps[(start + len(widths)) % len(gaps)])
        surface = Surface((sum(widths), 20))
        surface.set_colorkey((0, 0, 0))
        x = 0
        height = surface.get_height()
        margin = 26
        self.collision_rects = collision_rects = []
        for width in widths:
            x += sieve.bar_w
            points = (x + margin / 2, height - 2), \
                     (x + width - margin / 2 - 1, height - 2), \
                     (x + width / 2.0, 1)
            polygon(surface, (60, 255, 220), points)
            collision_rects.append(Rect(points[0], (width - margin - 1, 1)))
            x += width - sieve.bar_w
        self.add_frame(surface)
        self.location.centerx = self.get_display_surface().get_rect().centerx
        self.count = len(widths)

    def update(self):
        self.move(dy=9.5 * self.get_game().acid.get_volume() + 3.8 + \
                  self.parent.get_boost())
        for rect in self.collision_rects:
            rect.bottom = self.location.bottom
        Sprite.update(self)


class Acid(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.level_r = 80, 320
        self.nodeset = self.get_game().interpolator.get_nodeset("volume")
        self.reset()

    def reset(self):
        self.substance = 0

    def get_top(self):
        return self.display_surface.get_height() - self.get_level()

    def get_level(self):
        return self.get_volume() * (self.level_r[1] - self.level_r[0]) + \
               self.level_r[0]

    def get_volume(self):
        return self.nodeset.get_y(self.substance)

    def increase(self):
        self.substance += 1


class Static(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent, 120)
        self.noise = Sound(self.get_resource("audio", "noise"))
        self.end = Sound(self.get_resource("audio", "end"))
        self.deactivate()
        self.delegate = self.get_game().delegate
        self.increaser = Shift(self, 1, "intensity")
        self.total = Total(self)
        self.initials = Initials(self)
        self.reset()
        self.add_frames()
        self.subscribe(self.respond)

    def deactivate(self):
        self.active = False
        self.end.fadeout(500)

    def reset(self):
        self.complete = False
        self.intensity = 0
        self.noise.set_volume(0)
        self.increaser.reset()

    def add_frames(self):
        surface = Surface(self.get_display_surface().get_size())
        frames = surface, surface.copy(), surface.copy(), surface.copy()
        tiles = []
        for _ in xrange(32):
            tiles.append(Surface((16, 16)))
        pixel_arrays = []
        for tile in tiles:
            pixel_arrays.append(PixelArray(tile))
        colors = (0, 0, 0), (64, 64, 64), (128, 128, 128), (196, 196, 196), \
                 (255, 255, 255)
        for x in xrange(len(pixel_arrays[0])):
            for y in xrange(len(pixel_arrays[0][0])):
                for pixels in pixel_arrays:
                    pixels[x][y] = choice(colors)
        for pixels in pixel_arrays:
            del pixels
        del pixel_arrays
        for frame in frames:
            for y in xrange(0, frame.get_height(), tiles[0].get_height()):
                for x in xrange(0, frame.get_width(), tiles[0].get_width()):
                    frame.blit(choice(tiles), (x, y))
            self.add_frame(frame)

    def respond(self, event):
        if self.active and self.complete and not self.initials.active:
            if self.delegate.compare(event, "advance"):
                if self.get_game().triangles.score > \
                  self.get_game().title.scoreboard.get_scores()[Scoreboard.SCORE_COUNT - 1][1]:
                    self.total.deactivate()
                    self.initials.activate()
                else:
                    self.finish(wipe=True)

    def finish(self, text="---", wipe=False):
        if wipe:
            self.parent.title.scoreboard.most_recent_score = None
        self.parent.title.scoreboard.write(text)
        self.total.deactivate()
        self.deactivate()
        self.reset()
        self.parent.acid.reset()
        self.parent.triangles.reset()
        self.parent.sieve.reset()
        self.parent.title.activate()

    def increase(self):
        self.intensity += self.increaser.get_change()
        if self.intensity > 1:
            self.intensity = 1
        self.increaser.time += 12000
        if self.increaser.time >= self.increaser.nodeset[-1].x + 5000:
            self.increaser.time = self.increaser.nodeset[-1].x + 5000

    def activate(self):
        self.active = True
        self.noise.play(-1)

    def update(self):
        if self.active:
            if not self.complete and self.intensity >= .65:
                self.complete = True
                self.parent.sieve.deactivate()
                self.parent.triangles.deactivate()
                self.set_alpha(255)
                self.noise.fadeout(6000)
                self.end.play(-1, 0, 4000)
                self.total.load()
            elif not self.complete:
                self.set_alpha(int(self.intensity * 255))
                if self.intensity > 0:
                    self.intensity *= .998
                self.increaser.update()
                self.noise.set_volume(self.intensity)
            Sprite.update(self)
            self.total.update()
            self.initials.update()


class Initials(GameChild):

    LETTER_SIZE = 24
    FOREGROUND = 27, 27, 27
    BACKGROUND = 255, 255, 255
    PADDING = 10
    ARROW_MARGIN = 40
    ARROW_HEIGHT = 10
    

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.reset()
        self.deactivate()
        self.font = Font(self.get_resource("display", "initials-font"), self.LETTER_SIZE)
        self.subscribe(self.respond)

    def reset(self):
        self.text = "---"
        self.index = 0

    def deactivate(self):
        self.active = False

    def respond(self, event):
        if self.active:
            compare = self.get_game().delegate.compare
            if compare(event, "right") or compare(event, "advance"):
                self.index += 1
                if self.index == len(self.text):
                    self.index = 0
                    if compare(event, "advance"):
                        self.deactivate()
                        self.parent.finish(self.text)
            elif compare(event, "left"):
                self.index -= 1
                if self.index == -1:
                    self.index = len(self.text) - 1
            elif compare(event, "up") or compare(event, "down"):
                if compare(event, "up"):
                    increment = 1
                elif compare(event, "down"):
                    increment = -1
                letter = self.text[self.index]
                if letter == '-':
                    letter = 'A' if increment == 1 else 'Z'
                else:
                    letter = chr(ord(letter) + increment)
                if ord(letter) == 91 or ord(letter) == 64:
                    letter = '-'
                replacement = ""
                for ii in xrange(len(self.text)):
                    if ii == self.index:
                        replacement += letter
                    else:
                        replacement += self.text[ii]
                self.text = replacement

    def activate(self):
        self.active = True

    def update(self):
        if self.active:
            ds = self.get_display_surface()
            for ii, letter in enumerate(self.text):
                box = render_box(self.font, letter, False, self.FOREGROUND, self.BACKGROUND,
                                 self.FOREGROUND, padding=self.PADDING)
                rect = box.get_rect()
                rect.centery = ds.get_rect().centery
                rect.centerx = ii * ds.get_width() / 3 + ds.get_width() / 6
                ds.blit(box, rect)
                if ii == self.index:
                    margin = self.ARROW_MARGIN
                    polygon(ds, (0, 255, 0), ((rect.left, rect.top - margin),
                                              (rect.right, rect.top - margin),
                                              (rect.centerx,
                                               rect.top - margin - self.ARROW_HEIGHT)))
                    polygon(ds, (0, 255, 0), ((rect.left, rect.bottom + margin),
                                              (rect.right, rect.bottom + margin),
                                              (rect.centerx,
                                               rect.bottom + margin + self.ARROW_HEIGHT)))


class Total(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent, 68)
        self.deactivate()
        self.font = Font(self.get_resource("display", "score-font-path"), 72)
        # self.font.set_italic(True)

    def deactivate(self):
        self.active = False

    def load(self):
        self.clear_frames()
        score = ""
        for ch in str(int(round(self.get_game().triangles.score))):
            score += ch + " "
        colors = (255, 255, 180), (180, 255, 255), (255, 180, 255), \
                 (255, 220, 160), (160, 255, 220), (220, 160, 255)
        template = Surface((self.display_surface.get_width(), 100))
        transparent_color = (255, 0, 255)
        template.fill(transparent_color)
        template.set_colorkey(transparent_color)
        tr = template.get_rect()
        template.fill((255, 0, 0), (0, 20, tr.w, 1))
        template.fill((255, 128, 128), (0, 21, tr.w, 1))
        for y in xrange(22, 78, 2):
            template.fill((255, 255, 255), (0, y, tr.w, 1))
        template.fill((255, 128, 128), (0, 78, tr.w, 1))
        template.fill((255, 0, 0), (0, 79, tr.w, 1))
        for _ in xrange(20):
            # surface = template.copy()
            surface = Surface(template.get_size(), SRCALPHA)
            # polygon(surface, choice(colors), ((tr.centerx - 7, 19),
            #                                   (tr.centerx, 0),
            #                                   (tr.centerx + 7, 19)))
            text = self.font.render(score, True, choice(colors))
            rect = text.get_rect()
            rect.center = tr.centerx, tr.centery + 2
            surface.blit(text, rect)
            # polygon(surface, choice(colors), ((tr.centerx - 7, 80),
            #                                   (tr.centerx, tr.h - 1),
            #                                   (tr.centerx + 7, 80)))
            self.add_frame(surface)
        self.location.center = self.display_surface.get_rect().center
        self.active = True

    def update(self):
        if self.active:
            Sprite.update(self)
216.73.216.157
216.73.216.157
216.73.216.157
 
June 29, 2013

A few weeks ago, for Fishing Jam, I made a fishing simulation from what was originally designed to be a time attack arcade game. In the program, Dark Stew, the player controls Aphids, an anthropod who fishes for aquatic creatures living in nine pools of black water.



Fishing means waiting by the pool with the line in. The longer you wait before pulling the line out, the more likely a creature will appear. Aside from walking, it's the only interaction in the game. The creatures are drawings of things you maybe could find underwater in a dream.

The background music is a mix of clips from licensed to share songs on the Free Music Archive. Particularly, Seed64 is an album I used a lot of songs from. The full list of music credits is in the game's README file.

I'm still planning to use the original design in a future version. There would be a reaction-based mini game for catching fish, and the goal would be to catch as many fish as possible within the time limit. I also want to add details and obstacles to the background, which is now a little boring, being a plain, tiled, white floor.

If you want to look at all the drawings or hear the music in the context of the program, there are Windows and source versions available. The source should work on any system with Python and Pygame. If it doesn't, bug reports are much appreciated. Comments are also welcome :)

Dark Stew: Windows, Pygame Source

I wrote in my last post that I would be working on an old prototype about searching a cloud for organisms for Fishing Jam. I decided to wait a while before developing that game, tentatively titled Xenographic Barrier. Its main interactive element is a first-person scope/flashlight, so I'd like to make a Wii version of it.

I'm about to start working on a complete version of Ball & Cup. If I make anything interesting for it, I'll post something. There are a lot of other things I want to write about, like game analyses, my new GP2X and arcades in Korea, and there's still music to release. Lots of fun stuff coming!