from pygame import Surface, Color, Rect
from pygame.time import get_ticks

from ball_cup.pgfw.Animation import Animation

class Charge(Animation, Surface):

    def __init__(self, parent):
        Animation.__init__(self, parent, self.flash)
        self.display_surface = self.get_display_surface()
        self.input = self.get_input()
        self.load_configuration()
        self.register(self.flash, interval=self.interval)
        self.init_surface()
        self.reset()
        self.play()

    def load_configuration(self):
        config = self.get_configuration("charge")
        self.transparent_color = config["transparent-color"]
        self.peak_time = config["peak-time"]
        self.colors = self.build_color_list(config["colors"])
        self.width = config["width"]
        self.interval = config["interval"]
        self.magnitude_range = config["magnitude-range"]

    def build_color_list(self, colors):
        return [Color(color + "FF") for color in colors]

    def init_surface(self):
        Surface.__init__(self, (self.width, self.magnitude_range[1] * 2))
        self.set_colorkey(self.transparent_color)
        self.fill(self.transparent_color)
        rect = self.get_rect()
        rect.centery = self.display_surface.get_rect().centery
        self.rect = rect

    def reset(self):
        self.cancel()
        self.set_strength()
        self.color_index = 0

    def cancel(self):
        self.start = None
        self.fill(self.transparent_color)

    def set_strength(self):
        strength = 0
        if self.start:
            peak = self.peak_time
            elapsed = (get_ticks() - self.start) % peak
            strength = min(1, float(elapsed) / peak)
        self.strength = strength

    def is_charging(self):
        return self.start is not None

    def flash(self):
        if self.is_charging():
            self.increment_color_index()
            self.fill(self.transparent_color)
            self.fill(self.colors[self.color_index], self.get_fill_section())

    def get_fill_section(self):
        lower, upper = self.magnitude_range
        magnitude = self.strength * (upper - lower) + lower
        rect = Rect(0, 0, self.get_width(), magnitude * 2)
        rect.top = self.get_height() / 2 - magnitude
        return rect

    def increment_color_index(self):
        index = self.color_index + 1
        if index >= len(self.colors):
            index = 0
        self.color_index = index

    def update(self):
        self.check_input()
        self.set_strength()
        self.clear()
        Animation.update(self)
        self.draw()

    def check_input(self):
        pressed = self.input.is_command_active("left")
        charging = self.is_charging()
        if not pressed:
            if charging:
                self.release()
        elif pressed and not charging:
            self.hold()

    def release(self):
        self.parent.send()
        self.cancel()

    def hold(self):
        self.start = get_ticks()

    def clear(self):
        self.parent.parent.clear(self.rect)

    def draw(self):
        self.display_surface.blit(self, self.rect)
from ball_cup.pgfw.GameChild import GameChild
from ball_cup.field.scoreboard.Score import Score

class Scoreboard(GameChild):

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

    def load_configuration(self):
        config = self.get_configuration("scoreboard")
        self.height = config["height"]
        self.segment_width = config["score-segment-width"]
        self.margin_top = config["margin-top"]
        self.border_width = config["score-border-width"]
        self.border_color = config["score-border-color"]

    def set_scores(self):
        display_surface = self.get_display_surface()
        height = self.height
        segment_width = self.segment_width
        colors = self.parent.result.success_colors
        border_width = self.border_width
        border_color = self.border_color
        centerx = display_surface.get_rect().centerx
        margin = self.margin_top
        self.scores = [Score(self, display_surface, height, segment_width,
                             colors, border_width, border_color, centerx,
                             margin),
                       Score(self, display_surface, height, segment_width,
                             colors, border_width, border_color, centerx,
                             display_surface.get_height() - height - margin)]

    def reset(self):
        for score in self.scores:
            score.reset()

    def refresh(self):
        for score in self.scores:
            score.insert(self.parent.result.color)

    def update(self):
        for score in self.scores:
            score.draw()

    def clear(self):
        for score in self.scores:
            self.parent.clear(score.rect)
from pygame import Surface

from ball_cup.pgfw.GameChild import GameChild

class Score(Surface, GameChild):

    def __init__(self, parent, display_surface, height, segment_width, colors,
                 border_width, border_color, centerx, top):
        GameChild.__init__(self, parent)
        self.display_surface = display_surface
        self.height = height
        self.segment_width = segment_width
        self.colors = colors
        self.border_width = border_width
        self.border_color = border_color
        self.centerx = centerx
        self.top = top
        self.reset()
        self.populate()

    def reset(self):
        counts = []
        for color in self.colors:
            counts.append([color, 0])
        self.draw_counts = counts
        self.populate()

    def populate(self):
        self.init_surface()
        self.fill_borders()
        self.fill_center()

    def init_surface(self):
        Surface.__init__(self, (self.measure_length(),
                                self.height + self.border_width * 2))
        rect = self.get_rect()
        rect.centerx = self.centerx
        rect.top = self.top
        self.rect = rect

    def measure_length(self):
        length = 0
        for color, count in self.draw_counts:
            length += count * self.segment_width
        return length + self.border_width * 2

    def fill_borders(self):
        color = self.border_color
        rect = self.rect
        thickness = self.border_width
        self.fill(color, (0, 0, rect.w, thickness))
        self.fill(color, (rect.w - thickness, 0, thickness, rect.h))
        self.fill(color, (0, rect.h - thickness, rect.w, thickness))
        self.fill(color, (0, 0, thickness, rect.h))

    def fill_center(self):
        offset = self.border_width
        size = self.segment_width / 2, self.get_height() - offset * 2
        right = self.rect.w
        indent = offset
        for color in self.colors:
            for _ in range(self.get_draw_count(color)):
                self.fill(color, ((indent, offset), size))
                self.fill(color, ((right - indent - size[0], offset), size))
                indent += size[0]

    def get_draw_count(self, key):
        for color, count in self.draw_counts:
            if key == color:
                return count

    def insert(self, color):
        counts = self.draw_counts
        for ii in range(len(counts)):
            if counts[ii][0] == color:
                counts[ii][1] += 1
        self.populate()

    def draw(self):
        self.display_surface.blit(self, self.rect)
34.203.28.212
34.203.28.212
34.203.28.212
 
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.


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