from pygame import display
from pygame.font import Font
from pygame.time import get_ticks, wait

from GameChild import GameChild

class Mainloop(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.overflow = 0
        self.frame_count = 1
        self.actual_frame_duration = 0
        self.frames_this_second = 0
        self.last_framerate_display = 0
        self.load_configuration()
        self.init_framerate_display()
        self.last_ticks = get_ticks()
        self.stopping = False

    def load_configuration(self):
        config = self.get_configuration("display")
        self.target_frame_duration = config["frame-duration"]
        self.wait_duration = config["wait-duration"]
        self.skip_frames = config["skip-frames"]
        self.show_framerate = config["show-framerate"]
        self.framerate_text_size = config["framerate-text-size"]
        self.framerate_text_color = config["framerate-text-color"]
        self.framerate_text_background = config["framerate-text-background"]
        self.framerate_display_flag = config["framerate-display-flag"]

    def init_framerate_display(self):
        if self.framerate_display_active():
            screen = self.get_screen()
            self.last_framerate_count = 0
            self.framerate_topright = screen.get_rect().topright
            self.display_surface = screen
            self.font = Font(None, self.framerate_text_size)
            self.font.set_bold(True)
            self.render_framerate()

    def framerate_display_active(self):
        return self.check_command_line(self.framerate_display_flag) or \
               self.show_framerate

    def render_framerate(self):
        text = self.font.render(str(self.last_framerate_count), False,
                                self.framerate_text_color,
                                self.framerate_text_background)
        rect = text.get_rect()
        rect.topright = self.framerate_topright
        self.framerate_text = text
        self.framerate_text_rect = rect

    def run(self):
        while not self.stopping:
            self.advance_frame()
            self.update_frame_duration()
            self.update_overflow()
        self.stopping = False

    def advance_frame(self):
        refresh = False
        while self.frame_count > 0:
            refresh = True
            self.parent.frame()
            if self.framerate_display_active():
                self.update_framerate()
            self.frame_count -= 1
            if not self.skip_frames:
                break
        if refresh:
            display.update()

    def update_frame_duration(self):
        last_ticks = self.last_ticks
        actual_frame_duration = get_ticks() - last_ticks
        last_ticks = get_ticks()
        while actual_frame_duration < self.target_frame_duration:
            wait(self.wait_duration)
            actual_frame_duration += get_ticks() - last_ticks
            last_ticks = get_ticks()
        self.actual_frame_duration = actual_frame_duration
        self.last_ticks = last_ticks

    def update_overflow(self):
        self.frame_count = 1
        target_frame_duration = self.target_frame_duration
        overflow = self.overflow
        overflow += self.actual_frame_duration - target_frame_duration
        while overflow > target_frame_duration:
            self.frame_count += 1
            overflow -= target_frame_duration
        overflow = self.overflow

    def update_framerate(self):
        count = self.frames_this_second + 1
        if get_ticks() - self.last_framerate_display > 1000:
            if count != self.last_framerate_count:
                self.last_framerate_count = count
                self.render_framerate()
            self.last_framerate_display = get_ticks()
            count = 0
        self.display_surface.blit(self.framerate_text, self.framerate_text_rect)
        self.frames_this_second = count

    def stop(self):
        self.stopping = True
from os import makedirs
from os.path import exists, join
from sys import exc_info
from time import strftime

from pygame import image

from GameChild import *
from Input import *

class ScreenGrabber(GameChild):

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.delegate = self.get_delegate()
        self.load_configuration()
        self.subscribe(self.save_display)

    def load_configuration(self):
        config = self.get_configuration("screen-captures")
        self.save_path = config["path"]
        self.file_name_format = config["file-name-format"]
        self.file_extension = config["file-extension"]

    def save_display(self, event):
        if self.delegate.compare(event, "capture-screen"):
            directory = self.save_path
            try:
                if not exists(directory):
                    makedirs(directory)
                name = self.build_name()
                path = join(directory, name)
                capture = image.save(self.get_screen(), path)
                self.print_debug("Saved screen capture to %s" % (path))
            except:
                self.print_debug("Couldn't save screen capture to %s, %s" %\
                                 (directory, exc_info()[1]))

    def build_name(self):
        return "{0}.{1}".format(strftime(self.file_name_format),
                                self.file_extension)
from random import randint
from math import sin, cos, atan2, radians, sqrt

def get_step(start, end, speed):
    x0, y0 = start
    x1, y1 = end
    angle = atan2(x1 - x0, y1 - y0)
    return speed * sin(angle), speed * cos(angle)

def get_endpoint(start, angle, magnitude):
    """clockwise, 0 is up"""
    x0, y0 = start
    dx, dy = get_delta(angle, magnitude)
    return x0 + dx, y0 + dy

def get_delta(angle, magnitude):
    angle = radians(angle)
    return sin(angle) * magnitude, -cos(angle) * magnitude

def rotate_2d(point, center, angle, translate_angle=True):
    if translate_angle:
        angle = radians(angle)
    x, y = point
    cx, cy = center
    return cos(angle) * (x - cx) - sin(angle) * (y - cy) + cx, \
           sin(angle) * (x - cx) + cos(angle) * (y - cy) + cy

def get_points_on_circle(center, radius, count, offset=0):
    angle_step = 360.0 / count
    points = []
    current_angle = 0
    for _ in xrange(count):
        points.append(get_point_on_circle(center, radius,
                                          current_angle + offset))
        current_angle += angle_step
    return points

def get_point_on_circle(center, radius, angle, translate_angle=True):
    if translate_angle:
        angle = radians(angle)
    return center[0] + sin(angle) * radius, center[1] - cos(angle) * radius

def get_range_steps(start, end, count):
    for ii in xrange(count):
        yield start + (end - start) * ii / float(count - 1)

def get_distance(p0, p1):
    return sqrt((p0[0] - p1[0]) ** 2 + (p0[1] - p1[1]) ** 2)

def place_in_rect(rect, incoming, contain=True, *args):
    while True:
        incoming.center = randint(0, rect.w), randint(0, rect.h)
        if not contain or rect.contains(incoming):
            collides = False
            for inner in args:
                if inner.colliderect(incoming):
                    collides = True
                    break
            if not collides:
                break

def get_intersection(p0, p1, p2, p3):
    x0, y0 = p0
    x1, y1 = p1
    x2, y2 = p2
    x3, y3 = p3
    a0 = y1 - y0
    b0 = x0 - x1
    c0 = x1 * y0 - x0 * y1
    r2 = a0 * x2 + b0 * y2 + c0
    r3 = a0 * x3 + b0 * y3 + c0
    if r2 != 0 and r3 != 0 and r2 * r3 > 0:
        return None
    a1 = y3 - y2
    b1 = x2 - x3
    c1 = x3 * y2 - x2 * y3
    r0 = a1 * x0 + b1 * y0 + c1
    r1 = a1 * x1 + b1 * y1 + c1
    if r0 != 0 and r1 != 0 and r0 * r1 > 0:
        return None
    denominator = a0 * b1 - a1 * b0
    if denominator == 0:
        return (x0 + x1 + x2 + x3) / 4, (y0 + y1 + y2 + y3) / 4
    if denominator < 0:
        offset = -denominator / 2
    else:
        offset = denominator / 2
    numerator = b0 * c1 - b1 * c0
    x = ((-1, 1)[numerator < 0] * offset + numerator) / denominator
    numerator = a1 * c0 - a0 * c1
    y = ((-1, 1)[numerator < 0] * offset + numerator) / denominator
    return x, y

def collide_line_with_rect(rect, p0, p1):
    for line in ((rect.topleft, rect.topright),
                 (rect.topright, rect.bottomright),
                 (rect.bottomright, rect.bottomleft),
                 (rect.bottomleft, rect.topleft)):
        if get_intersection(p0, p1, *line):
            return True
18.232.179.37
18.232.179.37
18.232.179.37
 
September 13, 2013

from array import array
from time import sleep

import pygame
from pygame.mixer import Sound, get_init, pre_init

class Note(Sound):

    def __init__(self, frequency, volume=.1):
        self.frequency = frequency
        Sound.__init__(self, self.build_samples())
        self.set_volume(volume)

    def build_samples(self):
        period = int(round(get_init()[0] / self.frequency))
        samples = array("h", [0] * period)
        amplitude = 2 ** (abs(get_init()[1]) - 1) - 1
        for time in xrange(period):
            if time < period / 2:
                samples[time] = amplitude
            else:
                samples[time] = -amplitude
        return samples

if __name__ == "__main__":
    pre_init(44100, -16, 1, 1024)
    pygame.init()
    Note(440).play(-1)
    sleep(5)

This program generates and plays a 440 Hz tone for 5 seconds. It can be extended to generate the spectrum of notes with a frequency table or the frequency formula. Because the rewards in Send are idealized ocean waves, they can also be represented as tones. Each level has a tone in its goal and a tone based on where the player's disc lands. Both play at the end of a level, sounding harmonic for a close shot and discordant for a near miss. The game can dynamically create these tones using the program as a basis.

I'm also building an algorithmically generated song: Silk Routes (Scissored). Here is an example of how it sounds so far.