from os import listdir
from os.path import isfile, join
from sys import exc_info, stdout
from glob import glob

from pygame import Color, Rect, Surface
from pygame.image import load
from pygame.transform import flip
from pygame.locals import *

from Animation import Animation
from Vector import Vector

class Sprite(Animation):

    def __init__(self, parent, framerate=None):
        Animation.__init__(self, parent, self.shift_frame, framerate)
        self.frames = []
        self.mirrored = False
        self.alpha = 255
        self.locations = []
        self.framesets = [Frameset(self, framerate=framerate)]
        self.set_frameset(0)
        self.locations.append(Location(self))
        self.motion_overflow = Vector()
        self.display_surface = self.get_display_surface()

    def __getattr__(self, name):
        if name in ("location", "rect"):
            return self.locations[0]
        if hasattr(Animation, "__getattr__"):
            return Animation.__getattr__(self, name)
        raise AttributeError, name

    def set_frameset(self, identifier):
        if isinstance(identifier, str):
            for ii, frameset in enumerate(self.framesets):
                if frameset.name == identifier:
                    identifier = ii
                    break
        self.frameset_index = identifier
        self.register_interval()
        self.update_location_size()
        if self.get_current_frameset().length() > 1:
            self.play()

    def register_interval(self):
        self.register(self.shift_frame,
                      interval=self.get_current_frameset().framerate)

    def get_current_frameset(self):
        return self.framesets[self.frameset_index]

    def update_location_size(self):
        size = self.get_current_frameset().rect.size
        for location in self.locations:
            location.size = size
            location.fader.init_surface()

    def set_framerate(self, framerate):
        self.get_current_frameset().set_framerate(framerate)
        self.register_interval()

    def load_from_path(self, path, transparency=False, ppa=True, key=None,
                       query=None, omit=False):
        if isfile(path):
            paths = [path]
        else:
            if query:
                paths = sorted(glob(join(path, query)))
            else:
                paths = [join(path, name) for name in sorted(listdir(path))]
        for path in paths:
            img = load(path)
            if transparency:
                if ppa:
                    frame = img.convert_alpha()
                else:
                    frame = self.fill_colorkey(img, key)
            else:
                frame = img.convert()
            self.add_frame(frame, omit)

    def fill_colorkey(self, img, key=None):
        if not key:
            key = (255, 0, 255)
        img = img.convert_alpha()
        frame = Surface(img.get_size())
        frame.fill(key)
        frame.set_colorkey(key)
        frame.blit(img, (0, 0))
        return frame

    def add_frame(self, frame, omit=False):
        self.frames.append(frame)
        frame.set_alpha(self.alpha)
        if not omit:
            frameset = self.get_current_frameset()
            frameset.add_index(self.frames.index(frame))
            self.update_location_size()
            if frameset.length() > 1:
                self.play()

    def shift_frame(self):
        self.get_current_frameset().shift()

    def get_current_frame(self):
        return self.frames[self.get_current_frameset().get_current_id()]

    def move(self, dx=0, dy=0):
        for location in self.locations:
            location.move_ip(dx, dy)

    def reset_motion_overflow(self):
        for location in self.locations:
            location.reset_motion_overflow()

    def collide(self, other):
        if not isinstance(other, Rect):
            other = other.rect
        for location in self.locations:
            if location.colliderect(other):
                return location

    def mirror(self):
        frames = self.frames
        for ii, frame in enumerate(frames):
             frames[ii] = flip(frame, True, False)
        self.mirrored = not self.mirrored

    def clear_frames(self):
        self.frames = []
        for frameset in self.framesets:
            frameset.order = []
            frameset.reset()
            frameset.measure_rect()

    def add_location(self, topleft=None, offset=(0, 0), count=1, base=0):
        if topleft is not None:
            for ii in xrange(count):
                self.locations.append(Location(
                    self, Rect(topleft, self.locations[0].size)))
        else:
            base = self.locations[base]
            current_offset = list(offset)
            for ii in xrange(count):
                self.locations.append(Location(self,
                                               base.move(*current_offset)))
                current_offset[0] += offset[0]
                current_offset[1] += offset[1]
        return self.locations[-1]

    def fade(self, length=0, out=None, index=None):
        if index is None:
            for location in self.locations:
                location.fader.start(length, out)
        else:
            self.locations[index].fader.start(length, out)

    def set_alpha(self, alpha):
        self.alpha = alpha
        for frame in self.frames:
            frame.set_alpha(alpha)
        for location in self.locations:
            location.fader.set_alpha()

    def add_frameset(self, order=[], framerate=None, name=None, switch=False):
        frameset = Frameset(self, order, framerate, name)
        self.framesets.append(frameset)
        if switch:
            self.set_frameset(len(self.framesets) - 1)
        return frameset

    def hide(self):
        for location in self.locations:
            location.hide()

    def unhide(self):
        for location in self.locations:
            location.unhide()

    def toggle_hidden(self):
        for location in self.locations:
            location.toggle_hidden()

    def is_hidden(self):
        return all(location.is_hidden() for location in self.locations)

    def remove_locations(self, location=None):
        if location:
            self.locations.remove(location)
        else:
            self.locations = self.locations[:1]

    def reverse(self, frameset=None):
        if frameset:
            frameset.reverse()
        else:
            for frameset in self.framesets:
                frameset.reverse()

    def update(self, areas=None, substitute=None):
        Animation.update(self)
        if self.get_current_frameset().length():
            self.draw(areas, substitute)

    def draw(self, areas=None, substitute=None):
        for location in self.locations:
            location.fader.draw(areas, substitute)


class Location(Rect):

    def __init__(self, sprite, rect=(0, 0, 0, 0)):
        self.sprite = sprite
        Rect.__init__(self, rect)
        self.motion_overflow = Vector()
        self.fader = Fader(self)
        self.unhide()

    def move_ip(self, dx, dy):
        if isinstance(dx, float) or isinstance(dy, float):
            excess = self.update_motion_overflow(dx, dy)
            Rect.move_ip(self, int(dx) + excess[0], int(dy) + excess[1])
        else:
            Rect.move_ip(self, dx, dy)

    def update_motion_overflow(self, dx, dy):
        overflow = self.motion_overflow
        overflow.move(dx - int(dx), dy - int(dy))
        excess = map(int, overflow)
        overflow[0] -= int(overflow[0])
        overflow[1] -= int(overflow[1])
        return excess

    def reset_motion_overflow(self):
        self.motion_overflow.place_at_origin()

    def apply_motion_overflow(self, coordinates=None):
        if coordinates is None:
            coordinates = self.topleft
        return self.motion_overflow + coordinates

    def hide(self):
        self.hidden = True

    def unhide(self):
        self.hidden = False

    def toggle_hidden(self):
        self.hidden = not self.hidden

    def is_hidden(self):
        return self.hidden


class Fader(Surface):

    def __init__(self, location):
        self.location = location
        self.time_filter = location.sprite.get_game().time_filter
        self.reset()

    def reset(self):
        self.init_surface()
        self.fade_remaining = None

    def init_surface(self):
        Surface.__init__(self, self.location.size)
        if self.location.sprite.get_current_frameset().length():
            background = Surface(self.get_size())
            sprite = self.location.sprite
            key = sprite.get_current_frame().get_colorkey() or (255, 0, 255)
            self.set_colorkey(key)
            background.fill(key)
            self.background = background
            self.set_alpha()

    def set_alpha(self, alpha=None):
        if alpha is None:
            alpha = self.location.sprite.alpha
        Surface.set_alpha(self, alpha)

    def start(self, length, out=None):
        if self.fade_remaining <= 0:
            alpha = self.get_alpha()
            maximum = self.location.sprite.alpha
            if out is None:
                out = alpha == maximum
            if out and alpha > 0 or not out and alpha < maximum:
                self.fade_length = self.fade_remaining = length
                self.start_time = self.time_filter.get_ticks()
                self.fading_out = out

    def draw(self, areas=None, substitute=None):
        sprite = self.location.sprite
        if substitute is None:
            frame = sprite.get_current_frame()
        else:
            frame = substitute
        if self.fade_remaining >= 0:
            self.update_alpha()
            self.clear()
            frame.set_alpha(255)
            self.blit(frame, (0, 0))
            frame.set_alpha(sprite.alpha)
            if not self.location.is_hidden():
                self.blit_to_display(self, areas)
        elif self.fade_remaining is None or self.get_alpha() >= sprite.alpha:
            if self.fade_remaining >= 0:
                self.update_alpha()
            if not self.location.is_hidden():
                self.blit_to_display(frame, areas)

    def blit_to_display(self, frame, areas=None):
        if not isinstance(areas, list):
            areas = [areas]
        for area in areas:
            if area:
                dest = area.left + self.location.left, \
                       area.top + self.location.top
            else:
                dest = self.location
            self.location.sprite.display_surface.blit(frame, dest, area)

    def update_alpha(self):
        remaining = self.fade_remaining = self.fade_length - \
                    (self.time_filter.get_ticks() - self.start_time)
        ratio = self.fade_length and float(remaining) / self.fade_length
        if not self.fading_out:
            ratio = 1 - ratio
        maximum = self.location.sprite.alpha
        alpha = int(ratio * maximum)
        if alpha > maximum:
            alpha = maximum
        elif alpha < 0:
            alpha = 0
        self.set_alpha(alpha)

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


class Frameset:

    def __init__(self, sprite, order=[], framerate=None, name=None):
        self.sprite = sprite
        self.name = name
        self.reversed = False
        self.order = []
        self.rect = Rect(0, 0, 0, 0)
        self.add_index(order)
        self.set_framerate(framerate)
        self.reset()

    def add_index(self, order):
        if isinstance(order, int):
            order = [order]
        self.order += order
        self.measure_rect()

    def set_framerate(self, framerate):
        self.framerate = framerate

    def reset(self):
        self.current_index = 0
        self.sprite.accounts[self.sprite.shift_frame].reset_interval()

    def get_current_id(self):
        return self.order[self.current_index]

    def measure_rect(self):
        max_width, max_height = 0, 0
        frames = self.sprite.frames
        for index in self.order:
            frame = frames[index]
            width, height = frame.get_size()
            max_width = max(width, max_width)
            max_height = max(height, max_height)
        self.rect.size = max_width, max_height

    def shift(self):
        if len(self.order) > 1:
            self.increment_index()

    def increment_index(self, increment=None):
        if increment is None:
            increment = 1 if not self.reversed else -1
        index = self.current_index + increment
        while index < 0:
            index += self.length()
        while index >= self.length():
            index -= self.length()
        self.current_index = index

    def length(self):
        return len(self.order)

    def reverse(self):
        self.reversed = not self.reversed
216.73.216.187
216.73.216.187
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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.