from math import tan, radians

from pygame import Surface
from pygame.draw import line

from lib.pgfw.pgfw.GameChild import GameChild

class Mask(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.load_configuration()
        self.init_surface()
        self.set_background()
        self.reset()

    def load_configuration(self):
        config = self.get_configuration("land")
        self.height = config["height"]
        self.spacing_factor = config["spacing-factor"]
        self.gradient = config["gradient"]
        self.x_step = config["x-step"]
        self.velocity_ratio = config["velocity-ratio"]

    def init_surface(self):
        Surface.__init__(self, (self.get_display_surface().get_width(),
                                self.height))

    def set_background(self):
        background = Surface(self.get_size())
        background.fill((0, 0, 0))
        self.background = background

    def reset(self):
        self.x_offset = 0

    def update(self):
        self.clear()
        self.draw_y()
        self.draw_x()

    def clear(self):
        self.blit(self.background, (0, 0))

    def draw_y(self):
        yy = 0
        ii = 0
        rect = self.get_rect()
        while yy < rect.bottom:
            line(self, (255, 255, 255), (0, yy), (rect.right, yy))
            yy += int(self.spacing_factor ** ii)
            ii += 1

    def draw_x(self):
        gradient = self.gradient
        step = self.x_step
        rect = self.get_rect()
        edge = rect.right
        xx = int(self.x_offset) + step
        adjacent = rect.h
        while xx < edge:
            angle = (edge - float(xx)) / edge * 2 * gradient + (90 - gradient)
            opposite = int(tan(radians(90 - angle)) * adjacent)
            line(self, (255, 255, 255), (xx, 0),
                 (xx + opposite, adjacent))
            xx += step
        self.decrement_x_offset()

    def decrement_x_offset(self):
        self.x_offset -= self.parent.parent.velocity[0] * self.velocity_ratio
        if self.x_offset <= -self.x_step:
            self.x_offset += self.x_step
from random import randrange, randint
from os.path import join

from pygame import PixelArray

from lib.pgfw.pgfw.Sprite import Sprite
from food_spring.level.planet.moon.Moons import Moons

class Planet(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_configuration()
        self.load_image()
        self.place()
        self.register(self.scramble, interval=self.interval)
        self.play(self.scramble)
        self.moons = Moons(self)

    def load_configuration(self):
        config = self.get_configuration("planet")
        self.root = config["path"]
        self.interval = config["interval"]
        self.shifts = config["shifts"]
        self.offset = config["offset"]
        self.extension = config["extension"]

    def load_image(self):
        path = self.get_resource(join(self.root, "%i.%s" % (self.parent.index,
                                                            self.extension)))
        self.load_from_path(path, True)

    def place(self):
        self.rect.center = self.display_surface.get_width() / 2, \
                           self.parent.land.top - self.offset

    def scramble(self):
        surface = self.get_current_frame()
        pixels = PixelArray(surface)
        width, height = self.location.size
        x = randrange(0, width)
        y = randrange(0, height)
        components = surface.unmap_rgb(pixels[x][y])
        if components[3] == 255:
            for _ in xrange(self.shifts):
                dx, dy = randint(-1, 1), randint(-1, 1)
                nx, ny = x + dx, y + dy
                if nx < 0 or ny < 0 or nx >= width or ny >= height:
                    break
                if surface.unmap_rgb(pixels[nx][ny])[3] == 255:
                    pixels[nx][ny] = components
                    x = nx
                    y = ny
        del pixels

    def update(self):
        Sprite.update(self)
        self.moons.update()
from random import randint

from lib.pgfw.pgfw.GameChild import GameChild
from food_spring.level.planet.moon.Moon import Moon

class Moons(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        for _ in xrange(randint(*self.get_configuration("moon", "count"))):
            self.append(Moon(self))

    def update(self):
        for moon in self:
            moon.update()
from random import randint, randrange
from glob import glob
from os.path import join

from pygame import Color, PixelArray

from lib.pgfw.pgfw.Sprite import Sprite

class Moon(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_configuration()
        self.set_frames()
        self.tint()
        self.place()
        self.set_framerate(randint(*self.interval))
        self.frame_index = randrange(0, len(self.frames))

    def load_configuration(self):
        config = self.get_configuration("moon")
        self.tint_level = config["tint-level"]
        self.interval = config["interval"]
        self.margin = config["margin"]
        self.path = self.get_resource(config["path"])

    def set_frames(self):
        for path in glob(join(self.path, "*.png")):
            self.load_from_path(path, True, True)

    def tint(self):
        color = Color(0, 0, 0)
        color.hsla = randint(0, 360), 100, 50
        level = self.tint_level
        transparent_color = self.get_current_frame().get_colorkey()
        for frame in self.frames:
            pixels = PixelArray(frame)
            for x in xrange(len(pixels)):
                for y in xrange(len(pixels[x])):
                    if pixels[x][y] != transparent_color:
                        r, g, b, a = frame.unmap_rgb(pixels[x][y])
                        r = self.tint_component(r, color.r)
                        g = self.tint_component(g, color.g)
                        b = self.tint_component(b, color.b)
                        pixels[x][y] = r, g, b, a

    def tint_component(self, component, tint):
        return self.tint_level * (tint - component) + component

    def place(self):
        margin = self.margin
        box = self.parent.parent.location.inflate([margin] * 2)
        moons = [moon.location.inflate([margin] * 2) for moon in self.parent]
        self.set_center()
        location = self.location
        while location.colliderect(box) or location.collidelist(moons) != -1:
            self.set_center()

    def set_center(self):
        display = self.display_surface.get_rect()
        margin = self.margin
        x = randrange(margin, display.w - margin)
        y = randrange(margin, self.parent.parent.parent.land.top - margin)
        self.location.center = x, y
3.148.241.79
3.148.241.79
3.148.241.79
 
November 10, 2013


Food Spring - Watermelon Stage

Getting the fruit as far as possible is the object of each level, collecting bigger, more valuable guns. The final result is determined by the size of the fruits' collection when the monkey arrives in North America and either survives or perishes in the fruits' attack.

Watermelon Peach
Pineapple Grapes