<?php
namespace printf;

function pre_print_r($string)
{
   echo("<pre>\n");
   print_r($string);
   echo("\n</pre>\n");
}
<?php
namespace tree;

function get_full_paths(
   $node, $skip_root=False, $path=array(), $paths=array(), $depth=0)
{
   if ($depth > 0 || !$skip_root)
   {
      $path[] = $node->content;
   }
   if (isset($node->children))
   {
      foreach ($node->children as $child)
      {
         $paths = get_full_paths($child, $skip_root, $path, $paths, $depth + 1);
      }
   }
   if (!isset($node->children))
   {
      $paths[] = $path;
   }
   return $paths;
}
<?php
namespace tree;

class Node
{
   public function __construct($content)
   {
      $this->content = $content;
   }
}
<?php
namespace tree;

require_once "Node.php";

function array_to_tree($array, $root=null)
{
   if (is_null($root))
   {
      $root = new Node($array[0]);
      array_splice($array, 0, 1);
   }
   for ($ii = 0; $ii < count($array); $ii++)
   {
      $child = new Node($array[$ii]);
      $root->children[] = $child;
      if ($ii < count($array) - 1)
      {
         array_to_tree(array_slice($array, $ii+1), $child);
      }
   }
   return $root;
}
<?php
namespace tree;

function get_paths_terminating_at_root(
   $node, $length=null, $path=array(), $depth=0, $paths=array())
{
   $path[] = $node->content;
   if (isset($node->children))
   {
      foreach ($node->children as $child)
      {
         $paths = get_paths_terminating_at_root(
            $child, $length, $path, $depth + 1, $paths);
         if ($depth == 0)
         {
            $paths = get_paths_terminating_at_root(
               $child, $length, array(), $depth + 1, $paths);
         }
      }
   }
   if (!isset($node->children))
   {
      if (is_null($length) || count($path) == $length)
      {
         $paths[] = $path;
      }
   }
   rsort($paths);
   return $paths;
}
<?php
namespace tree;

require_once "Node.php";

function matrix_to_tree($matrix, $root=null, $ii=0)
{
   if (is_null($root))
   {
      $root = new Node("Root");
   }
   foreach ($matrix[$ii] as $ancestor)
   {
      $child = new Node($ancestor);
      $root->children[] = $child;
      if ($ii < count($matrix) - 1)
      {
         matrix_to_tree($matrix, $child, $ii + 1);
      }
   }
   return $root;
}
<?php
namespace tree;

require_once "Node.php";

function string_to_tree($str, $root=null)
{
   if (is_null($root))
   {
      $root = new Node($str[0]);
      $str = substr($str, 1);
   }
   for ($ii = 0; $ii < strlen($str); $ii++)
   {
      $child = new Node($str[$ii]);
      $root->children[] = $child;
      if ($ii < strlen($str) - 1)
      {
         string_to_tree(substr($str, $ii+1), $child);
      }
   }
   return $root;
}
<?php

class Node implements Iterator
{
   public $_value = null;
   public $_next = null;
   private $_junctions = array();
   private $_retreating = False;
   private $_current;
   
   public function __construct($value)
   {
      $this->_value = $value;
      $this->_current = $this;
   }

   public function __toString()
   {
      return is_object($this->_value) ? "<Object>" : (string) $this->_value;
   }

   final public function key() { return sizeof($this->_junctions); }
   final public function current() { return $this->_current; }
   final public function valid() { return $this->_current == True; }
   final public function rewind()
   {
      $this->_current = $this;
      $this->_junctions = array();
      $this->_retreating = False;
   }
   
   final public function next()
   {
      while ($this->_current)
      {
         if (is_object($this->_current->_value) && !$this->_retreating)
         {
            array_push($this->_junctions, $this->_current);
            $this->_current = $this->_current->_value;
            return;
         }
         if ($this->_current->_next)
         {
            $this->_current = $this->_current->_next;
            $this->_retreating = False;
            return;
         }
         $this->_current = array_pop($this->_junctions);
         $this->_retreating = True;
      }
   }

   final public function count()
   {
      return ((is_object($this->_value)) ? $this->_value->count() : 0) +
         (($this->_next) ? $this->_next->count() : 0) + 1;
   }

   final public function measure_depth()
   {
      $current = $this;
      while ($current)
      {
         if (is_object($current->_value))
         {
            $nodes[] = 1 + $current->_value->measure_depth();
         }
         $current = $current->_next;
      }
      return ($nodes) ? max($nodes) : 1;
   }

   public function adopt($new, $unique, $offset=0, $additional_unique_field="")
   {
      if ($unique)
      {
         if ($this->replace_child($new, $offset, $additional_unique_field))
         {
            return;
         }
      }
      $this->insert_child($new);
   }

   private function replace_child($new, $offset=0, $additional_field="")
   {
      $current_offset = 0;
      $current = $this->_value;
      while ($current && $next = $current->_next)
      {
         $fields = array("_name", $additional_field);
         if ($this->match_fields($next, $new, $fields))
         {
            if ($current_offset++ == $offset)
            {
               $new->_next = $next->_next;
               $current->_next = $new;
               return True;
            }
         }
         $current = $current->_next;
      }
      return False;
   }

   private function match_fields($current, $new, $fields)
   {
      if (!is_array($fields)) $fields = array($fields);

      foreach ($fields as $field)
      {
         if ($field && $current->$field != $new->$field)
         {
            return False;
         }
      }
      return True;
   }

   private function insert_child($new)
   {
      if ($this->check_for_static_data())
      {
         echo "Can't adopt $new, static data exists in parent\n";
         return;
      }
      if (is_null($this->_value))
      {
         $this->_value = $new;
         return;
      }
      $current = $this->_value;
      while ($current->_next && $current = $current->_next);
      $current->_next = $new;
   }

   private function check_for_static_data()
   {
      if ($this->_value && !is_object($this->_value))
      {
         return True;
      }
      return False;
   }

   public function remove_child($name, $offset=0)
   {
      $previous = null;
      $current = $this->_value;
      $current_offset = 0;
      while ($current)
      {
         if ($current->_name == $name)
         {
            if ($offset == $current_offset++)
            {
               $this->delete_node($current, $previous);
               return True;
            }
         }
         $previous = $current;
         $current = $current->_next;
      }
      return False;
   }

   private function delete_node($node, $previous=null)
   {
      if (!$previous)
      {
         $this->_value = $node->_next;
         return;
      }
      $previous->_next = $node->_next;
   }

   public function search(
      $token, $recursive=False, $match_by_class=False, $offset=null,
      $include_root=True, $depth=0, $current_offset=0, $matches=array())
   {
      if ($include_root || $depth > 0)
      {
         $this->add_match(
            $token, $matches, $match_by_class, $offset, $current_offset);
      }
      if (is_object($this->_value) && ($recursive || $depth == 0))
      {
         $matches = $this->_value->search(
            $token, $recursive, $match_by_class, $offset, $include_root, $depth+1,
            0, $matches);
      }
      if ($depth > 0 && $this->_next)
      {
         $matches = $this->_next->search(
            $token, $recursive, $match_by_class, $offset, $include_root, $depth,
            $current_offset, $matches);
      }
      return is_array($matches) && sizeof($matches) == 1 ? $matches[0] : $matches;
   }

   private function add_match(
      $token, &$matches, $match_by_class, $offset, &$current_offset)
   {
      $match = $this->inspect_token($token, $match_by_class);
      if (!is_null($match))
      {
         $current_offset++;
         if (is_null($offset) || $offset == $current_offset)
         {
            if (!is_array($matches))
            {
               $matches = array($matches);
            }
            $matches[] = $match;
         }
      }
   }

   protected function find_next_capable_sibling($method)
   {
      $match = method_exists($this, $method) ? $this : null;
      if (!$match)
      {
         if ($this->_next)
         {
            $match = $this->_next->find_next_capable_sibling($method);
         }
      }
      return $match;
   }

   public function find_next_particular_sibling($class_name)
   {
      $match = $this instanceof $class_name ? $this : null;
      if (!$match)
      {
         if ($this->_next)
         {
            $match = $this->_next->find_next_particular_sibling($class_name);
         }
      }
      return $match;
   }
}
216.73.216.129
216.73.216.129
216.73.216.129
 
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