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
34.239.158.107
34.239.158.107
34.239.158.107
 
July 19, 2017


f1. BOSS

Games are corrupt dissolutions of nature modeled on prison, ordering a census from the shadows of a vile casino, splintered into shattered glass, pushing symbols, rusted, stale, charred, ultraviolet harbingers of consumption and violence, badges without merit that host a disease of destruction and decay.

You are trapped. You are so trapped your only recourse of action is to imagine an escape route and deny your existence so fully that your dream world becomes the only reality you know. You are fleeing deeper and deeper into a chasm of self-delusion.

While you're dragging your listless, distending corpus from one cell to another, amassing rewards, upgrades, bonuses, achievements, prizes, add-ons and status boosts in rapid succession, stop to think about what's inside the boxes because each one contains a vacuous, soul-sucking nightmare.

Playing can be an awful experience that spirals one into a void of harm and chaos, one so bad it creates a cycle between the greater and lesser systems, each breaking the other's rules. One may succeed by acting in a way that ruins the world.