Changes on this site

Saturday, 3. April 2010

I changed this site a little yesterday.
1. Design
After reading documents of wordpress, I made my own theme for the arcade site. I started my work from cbone theme, and changed CSS, images, etc. and created some page templates. I found making theme is not difficult because the architecture of wordpress is very flexible, and that is one of the reason why it is widely spread. I will study theme and plugin architecture more, and change this site little by little.

2. Contents
The new game page looks similar to (crapy) game portals. While most game portals have categories such as action, sports, puzzle etc., my site has categories: fun, artistic, additing, creative, even undervalued which is for games that are not popular but more attention should be paid to. There is also a category for games developed by me. I created pages for each game by hand. The hassle job includes downloading a zipped game bundle from mochi games, extracting it, and constructing the page. I will automate the job later.

My job is to make games. I don’t want to put much time on this site. It is for just fun.

[New Game] Garbage Separator

Friday, 29. January 2010

I released a new game! Garbage Separator is a physics-based action game. You can control robot arms to throw garbage into bins. You will get new arms as you clear certain levels, and may use them in combination.

garbage_separator_level17  garbage_separator_level18  garbage_separator_level14

Challenge 20 levels! I hope you enjoy this game. PLAY!

You can also play the game on kongregate!

Fire Special Effect in Python

Thursday, 12. November 2009

I have interested in special effects these days, and bought a book “Special Effects Game Programming with DirectX” yesterday. The algorithm of fire effect looks simple. I want to compile and execute bundled source code that is implemented in C++, but it uses DirectX8 whereas my computer has only DirectX10 SDK installed.

Implementing the algorithm in Python was easy except creating a palette. I hadn’t understood how to “make” a palette, rather I thought palettes are provided by OS or libraries. The code from Pygame repository that creates red-palette is good for me to understand how to make a palette.

Anyway my code is as below


'''
Created on Nov 12, 2009

Class for fire special effect 

Dependency:
 numpy: http://numpy.scipy.org/
 pygame: http://pygame.org/

@author: grayger (http://www.grayger.com/)
'''

import random
import sys
import numpy
import pygame
from pygame.locals import *

class FireEffect:
    def __init__(self, size=(40, 40), coolingFactor=5, fuelRange=(-31, 32)):
        self.__width, self.__height = size
        self.coolingFactor = coolingFactor
        self.fuelRange = fuelRange

        self.__array = numpy.zeros((self.__width, self.__height))
        self.__fireSurface = pygame.Surface((self.__width, self.__height), 0, 8 )
        self.__fireSurface.set_palette(self.__getPalette())

        random.seed()

    def __getPalette(self):
        gstep, bstep = 75, 150
        cmap = numpy.zeros((256, 3))
        cmap[:, 0] = numpy.minimum(numpy.arange(256) * 3, 255)
        cmap[gstep:, 1] = cmap[:-gstep, 0]
        cmap[bstep:, 2] = cmap[:-bstep, 0]
        return cmap  

    def getFireSurface(self):
        tempArray = numpy.zeros(self.__array.shape)
        for r in range(0, self.__width):
            for c in range(0, self.__height):
                tempArray[r, max(0, c - 1)] = min(255, max(0, (int(self.__array[max(0, r - 1), c]) + int(self.__array[min(self.__width - 1, r + 1), c]) + int(self.__array[r, max(0, c - 1)]) + int(self.__array[r, min(self.__height - 1, c + 1)])) / 4 - self.coolingFactor))

        for r in range (0, self.__width, 2):
            fuel = min(255, max(0, self.__array[r, self.__height - 1] + random.randint(*self.fuelRange)))

            tempArray[r, self.__height - 1] = fuel
            tempArray[r + 1, self.__height - 1] = fuel

        self.__array = tempArray
        pygame.surfarray.blit_array(self.__fireSurface, self.__array.astype('int'))
        return self.__fireSurface

#######################################

pygame.init()
screen = pygame.display.set_mode((320, 120), 0, 8 )
fireEffect = FireEffect()

clock = pygame.time.Clock()

while True:
    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
            sys.exit()
        if event.type == KEYDOWN:
            if event.key == K_a and fireEffect.coolingFactor < 10:
                fireEffect.coolingFactor += 1
            elif event.key == K_z and fireEffect.coolingFactor > 1:
                fireEffect.coolingFactor -= 1

    fireSurface=fireEffect.getFireSurface()
    # draw the original fire image
    screen.blit(fireSurface, (0,0))    

    # draw the scaled and mirrored fire image
    pos = (0, 40)
    fireSurface = pygame.transform.scale(fireSurface, (80, 80))
    fireSurface2 = pygame.transform.flip(fireSurface, True, False)
    for i in range(0, 4, 2):
        screen.blit(fireSurface, (pos[0] + fireSurface.get_width()*i, pos[1]))
        screen.blit(fireSurface2, (pos[0] + fireSurface.get_width()*(i + 1), pos[1]))

    clock.tick(30)
    pygame.display.flip()

#######################################    

When creating a FireEffect instance, you can set the size of surface array, cooling factor, and the range of fuel factor. The bigger size requires more CPU resource but produces better quality. The bigger cooling factor, the shorter the fire height. The bigger fuel factor, the brighter the fire.
fire2
The upper image is original-sized one and the lower image is scaled/mirrored one.

Bit Hacks

Wednesday, 4. November 2009

I found a short code from pyglet source code.


def _is_pow2(v):
    # http://graphics.stanford.edu/~seander/bithacks.html#DetermineIfPowerOf2
    return (v & (v - 1)) == 0

At a glance, I can understand how it works, but I have never devised it!
It is from “Bit Hacks” by Sean Eron Anderson. They are not only beautiful but very useful in graphics libraries.