from os import listdir
from os.path import join

from pygame.mixer import Channel, Sound, music, find_channel

from GameChild import *
from Input import *

class Audio(GameChild):

    current_channel = None
    paused = False
    muted = False

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.delegate = self.get_delegate()
        self.load_fx()
        self.subscribe(self.respond)

    def load_fx(self):
        fx = {}
        if self.get_configuration().has_option("audio", "sfx-path"):
            root = self.get_resource("audio", "sfx-path")
            if root:
                for name in listdir(root):
                    fx[name.split(".")[0]] = Sound(join(root, name))
        self.fx = fx

    def respond(self, event):
        if self.delegate.compare(event, "mute"):
            self.mute()

    def mute(self):
        self.muted = True
        self.set_volume()

    def unmute(self):
        self.muted = False
        self.set_volume()

    def set_volume(self):
        volume = int(not self.muted)
        music.set_volume(volume)
        if self.current_channel:
            self.current_channel.set_volume(volume)

    def play_bgm(self, path, stream=False):
        self.stop_current_channel()
        if stream:
            music.load(path)
            music.play(-1)
        else:
            self.current_channel = Sound(path).play(-1)
        self.set_volume()

    def stop_current_channel(self):
        music.stop()
        if self.current_channel:
            self.current_channel.stop()
        self.current_channel = None
        self.paused = False

    def play_fx(self, name, panning=.5):
        if not self.muted:
            channel = find_channel(True)
            if panning != .5:
                offset = 1 - abs(panning - .5) * 2
                if panning < .5:
                    channel.set_volume(1, offset)
                else:
                    channel.set_volume(offset, 1)
            channel.play(self.fx[name])

    def pause(self):
        channel = self.current_channel
        paused = self.paused
        if paused:
            music.unpause()
            if channel:
                channel.unpause()
        else:
            music.pause()
            if channel:
                channel.pause()
        self.paused = not paused

    def is_bgm_playing(self):
        current = self.current_channel
        if current and current.get_sound():
            return True
        return music.get_busy()
from random import randint, random, choice
from math import sin, tan, radians, copysign, degrees, cos, asin
from os.path import join
from collections import deque
from itertools import chain

from pygame.locals import *
from pygame import Surface, Color, PixelArray
from pygame.font import Font
from pygame.mixer import Sound, Channel, get_num_channels
from pygame.draw import polygon, line, circle, aaline
from pygame.gfxdraw import aapolygon, aacircle, filled_circle
from pygame.image import load, save
from pygame.transform import rotate, smoothscale, rotozoom, scale
from pygame.event import clear

from lib.pgfw.pgfw.Game import Game
from lib.pgfw.pgfw.GameChild import GameChild
from lib.pgfw.pgfw.Sprite import Sprite
from lib.pgfw.pgfw.Animation import Animation
from lib.pgfw.pgfw.extension import get_distance, get_delta

class SoundEffect(GameChild, Sound):

    def __init__(self, parent, path, volume=1.0):
        GameChild.__init__(self, parent)
        Sound.__init__(self, path)
        self.display_surface = self.get_display_surface()
        self.set_volume(volume)

    def play(self, loops=0, maxtime=0, fade_ms=0, position=None, x=None):
        channel = Sound.play(self, loops, maxtime, fade_ms)
        if x is not None:
            position = float(x) / self.display_surface.get_width()
	if position is not None and channel is not None:
            channel.set_volume(*self.get_panning(position))
        return channel

    def get_panning(self, position):
        return 1 - max(0, ((position - .5) * 2)), \
               1 + min(0, ((position - .5) * 2))


class Vector(GameChild):

    def __init__(self, parent, x, y, z):
        GameChild.__init__(self, parent)
        self.x, self.y, self.z = x, y, z

    def __repr__(self):
        return "<%.3f %.3f %.3f>" % (self.x, self.y, self.z)

    def rotate(self, th, x=0, y=0, z=0):
        k = x, y, z
        v = self.x, self.y, self.z
        c = cos(th)
        vs = [cc * c for cc in v]
        s = sin(th)
        vc = [(k[1] * v[2] - k[2] * v[1]) * s,
              (k[2] * v[0] - k[0] * v[2]) * s,
              (k[0] * v[1] - k[1] * v[0]) * s]
        dp = sum(k[ii] * v[ii] for ii in xrange(len(k)))
        kd = [cc * dp * (1 - c) for cc in k]
        self.x, self.y, self.z = (vs[ii] + vc[ii] + kd[ii] for ii in \
                                  xrange(len(v)))

    def get_screen_coordinates(self, radius, center=None):
        if center is None:
            center = self.display_surface.get_rect().center
        cx, cy = center
        x = int(round(cx + self.x * radius))
        y = int(round(cy + self.y * radius))
        return x, y


class Wisp(Game, Animation):

    LEVEL_DATA = (((213, 255, 34, 200), (134, 91, 42, 128),
                   (220, 255), (190, 240), (190, 240),
                   (192, 87, 30), (0, 180, 0),
                   (((-3, -3, 2), (3, 1, -2), (0, 0, 4), (100, 100, 200), (30, (450, 200))),
                    ((-3, -3, 2), (0, 0, 4), (-1, -5, 0), (80, 100, 155), (30, (450, 200))),
                    ((-1, 5, 0), (0, 0, 4), (1, 1, -2), (122, 68, 72), (30, (450, 200))),
                    ((1, 1, -2), (-1, 5, 0), (-2, 4, 3), (180, 60, 180), (20, (450, 300)))), 1),

                  ((235, 24, 82, 130), (86, 208, 64, 200),
                   (180, 210), (190, 240), (190, 240),
                   (213, 255, 34), (240, 20, 200),
                   (((5, 2, -1), (1, -3, 2), (-3, 5, 3), (222, 122, 0), (5, (450, 210))),
                    ((1, -3, 2), (-3, 5, 3), (4, 1, 8), (30, 153, 87), (5, (450, 210))),
                    ((-3, 5, 3), (4, 1, 8), (2, -3, -3), (200, 130, 10), (5, (450, 210))),
                    ((2, 4, 2), (8, 11, -4), (-14, -4, 3), (30, 180, 90), (11, (450, 290)))), 2),
                  
                  ((100, 100, 255, 160), (82, 64, 123, 240),
                   (220, 250), (220, 250), (120, 180),
                   (0, 255, 255), (50, 40, 30),
                   (((2, 1, 2), (4, -2, -2), (-5, 3, -2), (200, 140, 201), (35, (450, 190))),
                    ((2, 1, 2), (-5, 3, -2), (-1, 6, 1), (30, 87, 153), (35, (450, 190))),
                    ((-5, 3, -2), (-1, 0, 2), (3, 5, -1), (30, 87, 153), (20, (450, 300))),
                    ((-1, 0, 2), (3, 5, -1), (1, 10, -3), (255, 142, 193), (20, (450, 300)))), 3),

                  ((42, 91, 134, 200), (255, 34, 213, 128),
                   (200, 255), (190, 200), (200, 255),
                   (78, 98, 28), (213, 255, 34),
                   (((-3, 4, 1), (0, 1, 0), (-2, -2, -1), (200, 200, 100), (22, (450, 200))),
                    ((-3, 4, 1), (0, 1, 0), (1, 5, 3), (140, 140, 80), (22, (450, 200))),
                    ((-2, -2, -1), (1, 5, 3), (-1, -1, -3), (85, 85, 85), (22, (450, 200))),
                    ((0, -3, 2), (3, 4, -2), (-2, -1, -1), (202, 101, 90), (13, (450, 240))),
                    ((3, 4, -2), (-2, -1, -1), (2, 0, 1), (140, 140, 80), (13, (450, 280)))), 4),

                  ((100, 255, 100, 80), (64, 143, 82, 170),
                   (210, 240), (240, 255), (180, 200),
                   (60, 60, 120), (200, 120, 120),
                   (((-2, 5, 3), (3, 1, -3), (4, -2, 1), (48, 84, 148), (30, (450, 180))),
                    ((3, 1, -3), (4, -2, 1), (1, 1, 0), (32, 200, 200), (30, (450, 180))),
                    ((1, 1, 0), (4, -2, 1), (-3, -2, -1), (48, 148, 84), (30, (450, 180)),
                    (-3, -4, 1), (3, -4, 1), (0, 4, 2), (200, 30, 120), (25, (450, 300))),
                    ((0, 4, 2), (3, -4, 1), (2, 0, -4), (48, 148, 84), (25, (450, 300)))), 5),

                  ((32, 157, 85, 230), (200, 100, 100, 170),
                   (180, 230), (180, 200), (240, 255),
                   (80, 80, 80), (255, 255, 255),
                   (((3, 2, 1), (1, 2, 3), (-2, -3, -1), (52, 103, 183), (22, (430, 160))),
                    ((1, 2, 3), (-2, -3, -1), (-5, -3, 4), (61, 133, 172), (22, (430, 160))),
                    ((-5, -3, 4), (-2, -3, -1), (2, 1, 0), (88, 109, 255), (22, (430, 160))),
                    ((3, 2, 1), (2, 1, 0), (-5, -3, 4), (92, 255, 0), (22, (430, 160))),
                    ((5, 8, 2), (3, -3, -5), (-2, -1, 3), (222, 222, 102), (22, (430, 240))),
                    ((2, 1, 5), (10, 1, 7), (-3, -4, -2), (30, 30, 180), (22, (430, 240)))), 6))

    FORM_ROTATION_SPEED = .01
    FORM_ROTATION_LIMIT = .25
    IN_GAME_MUSIC_FADE_STEP = .01
    
    def __init__(self):
        Game.__init__(self)
        Animation.__init__(self, self)
        self.lives = Lives(self)
        self.prompts = Prompts(self)
        self.platform = Platform(self)
        self.message = Message(self)
        self.drop = Drop(self)
        self.bird = Bird(self)
        self.best = Best(self)
        self.title_music = Sound(self.get_resource("LLll75E.ogg"))
        self.title_music.set_volume(.75)
        self.in_game_music = Sound(self.get_resource("BOGSWEATer.ogg"))
        self.end_music = Sound(self.get_resource("Hey_Who_is_This.ogg"))
        self.end_music.set_volume(.5)
        self.set_levels()
        self.subscribe(self.respond)
        self.register(self.unsuppress_commands, self.fade_out_in_game_music)
        self.reset()
        clear()

    def print_channel_contents(self):
        print "channels\n----------"
        for index in xrange(get_num_channels()):
            channel = Channel(index)
            sound = channel.get_sound()
            print channel.get_busy(), sound, sound.get_length() if sound else None
        print

    def set_levels(self):
        levels = self.levels = []
        for ii, parameters in enumerate(self.LEVEL_DATA):
            levels.append(Level(self, ii, parameters[:2], parameters[2:5], parameters[5:7], parameters[7], parameters[8]))

    def respond(self, event):
        if not self.suppressing_commands:
            if self.delegate.compare(event, "reset-game"):
                self.reset()
            elif self.delegate.compare(event, "any") and self.waiting_to_start:
                self.message.set_text(" ")
                self.in_game_music_channel = self.in_game_music.play(-1, 0, 3000)
                self.title_music.fadeout(3000)
                self.waiting_to_start = False
                self.in_game = True
                self.prompts.show()
                self.drop.begin_level()
            elif self.delegate.compare(event, "any") and self.game_complete:
                self.reset()
                self.game_complete = False

    def unsuppress_commands(self):
        self.suppressing_commands = False
        
    def fade_out_in_game_music(self):
        pass

    def reset(self):
        self.set_forms()
        self.lives.reset()
        self.level_index = 0
        self.form_rotation = 0
        self.cumulative_time = 0
        self.form_rotation_direction = choice((-1, 1))
        self.prompts.reset()
        self.platform.reset()
        self.bird.reset()
        for level in self.levels:
            level.ufo.reset()
        self.message.unhighlight()
        self.message.set_text("press key")
        self.title_music.fadeout(3000)
        if self.in_game_music.get_num_channels() or self.end_music.get_num_channels():
            self.title_music.play(-1, 0, 3000)
        else:
            self.title_music.play(-1)
        self.game_complete = False
        self.suppressing_commands = True
        self.play(self.unsuppress_commands, delay=1000, play_once=True)
        self.waiting_to_start = True
        self.in_game = False
        self.in_game_music.fadeout(3000)
        self.end_music.fadeout(3000)
        self.drop.reset()

    def set_forms(self):
        for level in self.levels:
            level.set_form()

    def get_level(self, offset=0):
        return self.levels[self.level_index + offset]

    def is_first_level(self):
        return self.level_index == 0

    def advance_level(self, forward=True):
        self.level_index += (-1, 1)[forward]
        if self.level_index < 0:
            self.level_index = 0
        self.form_rotation = 0
        if self.level_index == len(self.LEVEL_DATA):
            self.level_index = len(self.LEVEL_DATA) - 1
            self.game_complete = True
            self.message.highlight()
            self.message.set_text("%.1f" % (self.cumulative_time / 1000.0))
            self.suppressing_commands = True
            self.play(self.unsuppress_commands, delay=1000, play_once=True)
            self.in_game_music.fadeout(3000)
            self.end_music.play(-1, 0, 3000)
            self.drop.active = False
            self.best.add(self.cumulative_time)
            self.bird.fly()
        else:
            if forward:
                self.bird.add()
                self.prompts.zone.hide()
            self.drop.begin_level()
        self.set_forms()
        
    def update(self):
        Animation.update(self)
        self.get_screen().fill([randint(*limits) for limits in self.get_level().background])
        self.bird.laser()
        if not self.game_complete:
            self.drop.update()
        self.prompts.update()
        self.platform.update()
        self.platform.update_far_trees()
        if not self.game_complete:
            for shape in self.get_level().form:
                points = []
                for vector in shape[:3]:
                    vector.rotate(self.form_rotation_direction * self.FORM_ROTATION_SPEED, x=1)
                    points.append(vector.get_screen_coordinates(*shape[4]))
                aapolygon(self.get_screen(), points, shape[3])
                polygon(self.get_screen(), shape[3], points)
            self.form_rotation += self.form_rotation_direction * self.FORM_ROTATION_SPEED
            if self.form_rotation < -self.FORM_ROTATION_LIMIT:
                self.form_rotation += self.FORM_ROTATION_SPEED * 2
                self.form_rotation_direction = -self.form_rotation_direction
            elif self.form_rotation > self.FORM_ROTATION_LIMIT:
                self.form_rotation -= self.FORM_ROTATION_SPEED * 2
                self.form_rotation_direction = -self.form_rotation_direction
        self.platform.update_near_trees()
        self.lives.update()
        self.message.update()
        self.best.update()
        self.bird.update()


class Lives(Sprite):

    INITIAL_COUNT = 3
    INTERVAL = 4000, 200
    LOCATION = 10, 10
    MARGIN = 8

    def __init__(self, parent):
        Sprite.__init__(self, parent, self.INTERVAL)
        self.load_from_path(self.get_resource("Sumotree"), True, False)
        self.location.topleft = self.LOCATION
        self.add_location(offset=(self.location.w + self.MARGIN, 0), count=self.INITIAL_COUNT - 1)
        
    def reset(self):
        self.count = self.INITIAL_COUNT
        self.fade(0, False)

    def remove(self):
        self.count -= 1
        self.fade(2000, True, self.count)

    def are_extinguished(self):
        return self.count == 0


class Prompts(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.arrows = Arrows(self)
        self.zone = Zone(self)
    
    def reset(self):
        self.arrows.hide()
        self.zone.hide()

    def show(self):
        self.arrows.unhide()
        self.zone.unhide()
        self.arrows.finger.get_current_frameset().reset()

    def update(self):
        drop, level = self.get_game().drop, self.get_game().get_level()
        if not self.get_game().waiting_to_start and drop.fall_speed <= level.fall_speed * .1:
           self.arrows.hide()
        self.arrows.update()
        self.zone.update()


class Arrows(Sprite):

    MARGIN = 2
    COUNT = 5
    OFFSET = 9

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.set_frames()
        self.finger = Finger(self)
        self.location.centerx = Drop.X

    def set_frames(self):
        tick = load(self.get_resource("Scar.png")).convert()
        transparent_color = (255, 0, 255)
        tick.set_colorkey(transparent_color)
        rect = tick.get_rect()
        for oy in xrange(0, -rect.h - self.MARGIN - 1, -1):
            step = rect.h + self.MARGIN
            frame = Surface((rect.w, step * self.COUNT))
            frame.fill(transparent_color)
            frame.set_colorkey(transparent_color)
            for y in xrange(oy, step * (self.COUNT + 1), step):
                frame.blit(tick, (0, y))
            self.add_frame(frame)
            
    def hide(self):
        Sprite.hide(self)
        self.finger.hide()

    def unhide(self):
        Sprite.unhide(self)
        self.finger.unhide()

    def update(self):
        if not self.is_hidden():
            self.location.top = self.OFFSET + self.get_game().drop.get_ledge()
        Sprite.update(self)
        self.finger.update()


class Finger(Sprite):

    INTERVAL = 500, 1200
    OFFSET = 15, 6

    def __init__(self, parent):
        Sprite.__init__(self, parent, self.INTERVAL)
        self.load_from_path(self.get_resource("reduce"), True, False)

    def update(self):
        if not self.is_hidden():
            self.location.topleft = self.parent.location.move(*self.OFFSET).topleft
        Sprite.update(self)


class Zone(Sprite):

    POSITION = 158, 366
    
    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_from_path(self.get_resource("Flab-skud.png"), True, False)
        self.location.topleft = self.POSITION


class Message(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)

    def set_text(self, text):
        self.text = text
        self.clear_frames()
        color, shadow_color = Color(0, 0, 0), Color(0, 0, 0)
        spaced = text[0]
        for char in text[1:]:
            spaced += " " + char
        for hue in xrange(0, 360, 10):
            color.hsla = hue, 100, 40, 100
            font = Font(self.get_resource("AlegreyaSansSC-BlackItalic.ttf"), (32, 68)[self.highlit])
            foreground = font.render(spaced, True, color)
            self.add_frame(foreground)
        ds = self.get_display_surface().get_rect()
        if self.highlit:
            self.location.center = ds.center
        else:
            self.location.center = ds.centerx, ds.h - 25

    def clear_text(self):
        self.text = ""
        self.clear_frames()

    def highlight(self):
        self.highlit = True

    def unhighlight(self):
        self.highlit = False


class Level(GameChild):

    def __init__(self, parent, index, platform_colors, background, tree_colors, form_coordinates, fall_speed):
        GameChild.__init__(self, parent)
        self.index = index
        self.platform_colors = platform_colors
        self.background = background
        self.tree_colors = tree_colors
        self.form_coordinates = form_coordinates
        self.fall_speed = fall_speed
        self.womb = Womb(self)
        self.set_form()
        self.ufo = UFO(self)

    def set_form(self):
        form = self.form = []
        for shape in self.form_coordinates:
            form.append([Vector(self, *coordinates) for coordinates in shape[:3]] + list(shape[3:]))


class Womb(Sprite):

    MAX_AMPLITUDES = 60, 60, 30, 40, 30, 45
    PERIODS = .05, .15, .1, .25, .05, 3
    INTERVAL = 0
    AMPLITUDE_STEP = 1

    def __init__(self, parent):
        Sprite.__init__(self, parent, self.INTERVAL)
        self.set_frames()

    def set_frames(self):
        index = self.parent.index
        base = load(self.get_resource(join("u_IO_C", "%i.png" % index))).convert_alpha()
        w, h = base.get_size()
        max_a, step = self.MAX_AMPLITUDES[index], self.AMPLITUDE_STEP
	for amplitude in chain(xrange(0, max_a, step), xrange(max_a, -max_a, -step), xrange(-max_a, 0, step)):
            frame = Surface((w * 2, h), SRCALPHA)
            pixels = PixelArray(base)
            for y in xrange(len(pixels[0])):
                offset = sin(y * self.PERIODS[index]) * amplitude + w / 2
                for x in xrange(len(pixels)):
                    frame.set_at((int(round(x + offset)), y), pixels[x][y])
            self.add_frame(frame)


class UFO(Sprite):

    INTERVAL = 300
    TAKE_OFF_SPEED = -.3
    TAKE_OFF_HEIGHT = 20
    TAKE_OFF_DELAY = 800
    ENTER_SHIFT = 2
    FLY_SPEED = 4, -3
    FLY_DELAY = 800

    def __init__(self, parent):
        Sprite.__init__(self, parent, self.INTERVAL)
        self.load_from_path(self.get_resource(join("Foil_of_aluminum", str(parent.index))), True)
        self.y_steps = self.get_game().platform.get_y_steps()
        self.take_off_sound = SoundEffect(self, self.get_resource("monaural.wav"))
        self.fly_sound = SoundEffect(self, self.get_resource("Noise-Police.wav"))
        self.register(self.take_off, self.fly)

    def reset(self):
        self.yi = 0
        self.entering = False
        self.taking_off = False
        self.flying = False
        self.location.centerx = self.get_game().drop.man.location.w + Man.WALK[1]
        self.halt(self.take_off)
        self.halt(self.fly)
        self.hide()

    def enter(self):
        self.unhide()
        self.entering = True

    def get_y(self):
        return self.y_steps[self.yi]

    def queue_take_off(self):
        self.play(self.take_off, delay=self.TAKE_OFF_DELAY, play_once=True)

    def take_off(self):
        self.taking_off = True
        self.take_off_sound.play()

    def queue_fly(self):
        self.play(self.fly, delay=self.FLY_DELAY, play_once=True)
        self.take_off_sound.fadeout(500)

    def fly(self):
        self.flying = True
        self.fly_sound.play()

    def update(self):
        substitute = None
        if self.entering:
            rect = self.get_game().platform.rect
            self.location.bottom = rect.top + self.get_y() + self.ENTER_SHIFT
            if self.yi >= len(self.y_steps) - 1:
                self.get_game().platform.halt()
                self.entering = False
            else:
                self.yi += 1
            y_scale = 3 * float(self.get_y()) / rect.h
            w, h = self.location.size
            substitute = scale(self.get_current_frame(), (int(w + w * y_scale),
                                                          int(h + h * y_scale)))
        elif self.taking_off:
            self.move(dy=self.TAKE_OFF_SPEED)
            if self.location.bottom < self.get_game().platform.rect.top - self.TAKE_OFF_HEIGHT:
                self.taking_off = False
                self.queue_fly()
        elif self.flying:
            self.move(*self.FLY_SPEED)
            if self.location.left > self.get_display_surface().get_width():
                self.flying = False
        Sprite.update(self, substitute=substitute)


class Platform(Animation):

    ANGLE = 30
    MARGIN = 50, 50
    LENGTH = 50
    BUFFER = 4
    CELL_COUNT = 10

    def __init__(self, parent):
        Animation.__init__(self, parent, self.move)
        length = self.LENGTH
        dx = length / tan(radians(self.ANGLE))
        inset, offset = self.MARGIN
        ds = self.get_display_surface().get_rect()
        surface = self.surface = Surface((ds.w - inset * 2, length), SRCALPHA)
        rect = self.rect = surface.get_rect()
        rect.bottomleft = inset, ds.h - offset
        self.corners = (0, rect.h), (rect.w, rect.h), (rect.w - dx, 0), (dx, 0)
        self.dy_nodeset = self.get_game().interpolator.get_nodeset("platform-dy")

    def move(self):
        self.y_offset -= .5
        if self.y_offset < -self.BUFFER:
            self.y_offset = 0
            self.y_switch = not self.y_switch

    def reset(self):
        self.y_offset = 0
        self.y_switch = False
        self.trees = []
        self.clear_trees_to_remove()
        self.play()
        
    def clear_trees_to_remove(self):
        self.trees_to_remove = []

    def get_y_steps(self):
        y_steps = []
        nodeset = self.get_game().interpolator.get_nodeset("tree-y-steps")
        for ii in xrange(Tree.STEP_COUNT):
            y_steps.append(int(self.rect.h * nodeset.get_y(float(ii) / Tree.STEP_COUNT)))
        return y_steps

    def queue_tree_removal(self, tree):
        self.trees_to_remove.append(tree)

    def update(self):
        if self.is_playing() and random() < .08:
            self.trees.append(Tree(self))
        Animation.update(self)
        background, foreground = self.get_game().get_level().platform_colors
        surface = self.surface.copy()
        aapolygon(surface, self.corners, background)
        polygon(surface, background, self.corners)
        buf = self.BUFFER
        y = self.y_offset
        ys = self.y_switch
        rect = self.rect
        dx = self.corners[-1][0]
        cx = rect.centerx
        while y < rect.h:
            dy = int(self.dy_nodeset.get_y(float(y + buf) / (rect.h + buf)) * (rect.h + buf))
            n = ys
            while True:
                x0 = self.get_x(n)
                n += 1
                x1 = self.get_x(n)
                n += 1
                if x1 > rect.w - dx:
                    break
                x0_a = self.get_angle(x0)
                x1_a = self.get_angle(x1)
                points = (x0 + 1 + copysign(y / tan(x0_a), x0 - cx), y), \
                         (x1 - 1 + copysign(y / tan(x1_a), x1 - cx), y), \
                         (x1 - 1 + copysign((y + dy) / tan(x1_a), x1 - cx), y + dy), \
                         (x0 + 1 + copysign((y + dy) / tan(x0_a), x0 - cx), y + dy)
                aapolygon(surface, points, foreground)
                polygon(surface, foreground, points)
            ys = not ys
            y += dy
        self.get_display_surface().blit(surface, rect)

    def get_x(self, n):
        dx = self.corners[-1][0]
        return int(dx + n * ((self.rect.w - dx * 2) / float(self.CELL_COUNT)))

    def get_angle(self, x):
        return radians(self.ANGLE) * abs(x - self.rect.centerx) / abs(self.corners[-1][0] - self.rect.centerx)
    
    def update_far_trees(self):
        self.ufo_drawn = False
        half = self.rect.h / 2
        for tree in self.trees:
            y = tree.get_y()
            if y <= half:
                self.draw_ufo(y)
                tree.update()
        self.draw_ufo(half)

    def draw_ufo(self, y):
        if not self.ufo_drawn:
            ufo = self.get_game().get_level().ufo
            if ufo.get_y() < y:
                ufo.update()
                self.ufo_drawn = True

    def update_near_trees(self):
        half = self.rect.h / 2
        for tree in self.trees:
            y = tree.get_y()
            if y > half:
                self.draw_ufo(y)
                tree.update()
        self.draw_ufo(self.rect.h + 1)
        for tree in self.trees_to_remove:
            self.trees.remove(tree)
        self.clear_trees_to_remove()


class Tree(Sprite):

    MAX_TRUNK_HEIGHT = 8
    MAX_LEAVES_RADIUS = 38
    MIN_X_SCALE = .4
    STEP_COUNT = 75
    
    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.xr = random()
        self.y_steps = parent.get_y_steps()
        self.yi = 0

    def get_y(self):
        return self.y_steps[self.yi]
    
    def update(self):
        rect = self.parent.rect
        trunk_c, leaves_c = self.get_game().get_level().tree_colors
        y = self.get_y()
        x_scale = (self.MIN_X_SCALE + (1 - self.MIN_X_SCALE) * (1 - abs(self.xr - .5) * 2))
        y_scale = float(y) / rect.h
        height = int(self.MAX_TRUNK_HEIGHT * x_scale * y_scale) 
        x_in = int((rect.h - y) / tan(radians(self.parent.ANGLE)))
        x = int((rect.w - x_in * 2) * self.xr + x_in)
        radius = int(self.MAX_LEAVES_RADIUS * x_scale * y_scale)
        if radius > 4:
            start = rect.left + x, rect.top + y - 6
            end = rect.left + x, rect.top + y - height - 6
            ds = self.get_display_surface()
            line(ds, trunk_c, start, (end[0], end[1] - 2), max(3, int(round(7 * x_scale * y_scale))))
            aacircle(ds, end[0], end[1] - radius, radius, leaves_c)
            filled_circle(ds, end[0], end[1] - radius, radius, leaves_c)
            Sprite.update(self)
            if self.parent.is_playing():
                self.yi += 1
        else:
            self.parent.queue_tree_removal(self)

class Drop(Animation):

    BLINK_INTERVAL = 40
    X = 210
    START_Y = 100
    END_MARGIN = 38
    DELAY = 4000
    ACCELERATION = .1
    SAFE_ZONE = 15

    def __init__(self, parent):
        Animation.__init__(self, parent)
        self.limit = self.get_game().platform.rect.top
        self.success_sound = Sound(self.get_resource("man-before-time.ogg"))
        self.success_sound.set_volume(.9)
        self.miss_sound = Sound(self.get_resource("lvjh.wav"))
        self.miss_sound.set_volume(.32)
        self.scale_nodeset = self.get_game().interpolator.get_nodeset("scale")
        self.deceleration_nodeset = self.get_game().interpolator.get_nodeset("deceleration")
        self.sun = Sun(self)
        self.man = Man(self)
        self.subscribe(self.respond)
        self.register(self.blink, interval=self.BLINK_INTERVAL)
        self.register(self.unsuppress_commands, self.drop_bomb)

    def respond(self, event):
        if self.active:
            if not self.suppressing_commands:
                compare = self.get_game().delegate.compare
                if not self.succeeded and not self.failed:
                    if self.falling and compare(event, "any") and not self.decelerating:
                        self.decelerating = True
                    elif compare(event, "any", True) and self.decelerating:
                        self.decelerating = False
                        self.deceleration_elapsed = 0
                        self.fall_speed = self.get_game().get_level().fall_speed
                else:
                    self.man.reset()
                    self.get_game().platform.play()
                    if self.succeeded:
                        self.get_game().advance_level()
                    elif self.failed:
                        if self.get_game().lives.are_extinguished():
                            self.get_game().reset()
                        else:
                            self.get_game().advance_level(False)

    def unsuppress_commands(self):
        self.suppressing_commands = False

    def blink(self):
        self.bomb_visible = not self.bomb_visible

    def reset(self):
        self.active = False
        self.bomb_visible = True
        self.suppressing_commands = False
        self.decelerating = False
        self.waiting_for_end_level_confirm = False
        self.bottom = None
        self.deceleration_elapsed = 0
        self.halt()
        self.man.reset()

    def begin_level(self):
        self.active = True
        self.failed = False
        self.succeeded = False
        self.decelerating = False
        self.waiting_for_end_level_confirm = False
        level = self.get_game().get_level()
        if self.get_game().level_index > 0 or self.get_game().message.text == "miss":
            self.get_game().message.clear_text()
        self.fall_speed = level.fall_speed
        self.fall_elapsed = 0
        self.suppressing_commands = False
        self.falling = False
        self.neutralized = False
        self.traveled = 0
        self.delay_elapsed = 0
        self.sun.reset()
        # self.play(self.blink)
        self.play(self.drop_bomb, delay=self.DELAY, play_once=True)

    def drop_bomb(self):
        # self.halt(self.blink)
        self.bomb_visible = True
        self.falling = True
        self.sun.place_at_zenith()
        self.fall_speed = self.get_game().get_level().fall_speed

    def update(self):
        self.bottom = None
        if self.active:
            Animation.update(self)
            if not self.falling and not self.waiting_for_end_level_confirm:
                self.delay_elapsed += self.get_game().time_filter.get_last_frame_duration()
                self.sun.offset()
            self.sun.update()
            self.man.update()
            ds = self.get_display_surface()
            # line(ds, (255, 0, 0), (self.X - 10, self.limit), (self.X + 10, self.limit))
            base = self.get_game().get_level().womb.get_current_frame()
            if not self.falling and not self.failed and not self.succeeded:
                if self.bomb_visible:
                    self.draw_cap()
            elif self.falling:
                last_frame_duration = self.get_game().time_filter.get_last_frame_duration()
                self.fall_elapsed += last_frame_duration
                if not self.decelerating:
                    self.fall_speed += self.fall_speed * self.ACCELERATION
                else:
                    self.fall_speed -= self.deceleration_nodeset.get_y(self.deceleration_elapsed)
                    if self.fall_speed < 0: 
                        self.fall_speed = 0
                    self.deceleration_elapsed += last_frame_duration
                self.traveled += self.fall_speed
            if not self.is_playing(self.blink):
                for y in xrange(int(self.traveled), -1, -1):
                    if y == 0:
                        self.draw_cap()
                    else:
                        scale = .3 + .7 * (1 - y / float(self.limit - self.START_Y))
                        surface = smoothscale(base, (int(base.get_width() * scale), int(base.get_height() * scale)))
                        rect = surface.get_rect()
                        rect.center = self.X, self.START_Y + y
                        bottom = rect.bottom
                        ds.blit(surface, rect)
                        if y == int(self.traveled):
                            self.bottom = bottom
                        if not self.failed and not self.succeeded:
                            if bottom > self.limit:
                                self.failed = True
                                self.falling = False
                            if not self.fall_speed and self.is_in_safe_zone():
                                self.succeeded = True
                                self.falling = False
                                self.success_sound.play()
            if not self.waiting_for_end_level_confirm:
                if self.failed:
                    lives = self.get_game().lives
                    lives.remove()
                    if self.get_game().level_index > 0:
                        self.get_game().bird.off()
                        self.get_game().get_level(-1).ufo.reset()
                    if lives.are_extinguished():
                        text = "game over"
                    else:
                        text = "miss"
                    self.miss_sound.play()
                    self.get_game().message.set_text(text)
                    self.suppressing_commands = True
                    self.play(self.unsuppress_commands, delay=1000, play_once=True)
                    self.waiting_for_end_level_confirm = True
                elif self.succeeded:
                    self.get_game().message.set_text("%.1f" % (self.fall_elapsed / 1000.0))
                    self.get_game().cumulative_time += self.fall_elapsed
                    self.suppressing_commands = True
                    self.play(self.unsuppress_commands, delay=1000, play_once=True)
                    self.man.emerge()
                    self.waiting_for_end_level_confirm = True
                    self.get_game().get_level().ufo.enter()

    def draw_cap(self):
        cap = self.get_game().get_level().womb
        cap.location.center = self.X, self.START_Y
        cap.update()

    def is_in_safe_zone(self):
        if self.bottom:
            return 0 <= self.limit - self.bottom <= self.SAFE_ZONE

    def get_ledge(self):
        return self.START_Y + self.get_game().get_level().womb.location.h / 2 + self.traveled


class Sun(Sprite):

    INTERVAL = 100
    FRAME_COUNT = 8
    MIN_Y = 45

    def __init__(self, parent):
        Sprite.__init__(self, parent, self.INTERVAL)
        self.set_frames()

    def set_frames(self):
        base = load(self.get_resource("PP-eleur.png")).convert_alpha()
        self.add_frame(base)
        hue_step = 360 / self.FRAME_COUNT
        color = Color(0, 0, 0)
        for hue_offset in xrange(hue_step, 360, hue_step):
            frame = base.copy()
            pixels = PixelArray(frame)
            for x in xrange(len(pixels)):
                for y in xrange(len(pixels[0])):
                    h, s, l, a = Color(*frame.unmap_rgb(pixels[x][y])).hsla
                    if a:
                        color.hsla = (h + hue_offset) % 360, s, l, a
                        pixels[x][y] = color
            del pixels
            self.add_frame(frame)

    def reset(self):
        self.location.center = self.parent.X, self.parent.START_Y

    def offset(self):
        path_length = self.parent.START_Y - self.MIN_Y
        offset = path_length * float(self.parent.delay_elapsed) / self.parent.DELAY
        self.location.centery = max(self.MIN_Y, self.parent.START_Y - offset)

    def place_at_zenith(self):
        self.location.centery = self.MIN_Y


class Man(Sprite):

    INTERVAL = 300
    SPEED = .8
    Y = 265
    WALK = 200, 248
    CLIMB_IN_DELAY = 1800
    BOUNCE = 2

    def __init__(self, parent):
        Sprite.__init__(self, parent, self.INTERVAL)
        self.climb_in_sound = SoundEffect(self, self.get_resource("ghost__Writer.wav"), .8)
        self.set_frames()
        self.register(self.climb_in)

    def set_frames(self):
        base = load(self.get_resource("no-mouth.png")).convert_alpha()
        self.add_frame(base)
        frame = Surface(base.get_size(), SRCALPHA)
        frame.blit(base, (0, self.BOUNCE))
        self.add_frame(frame)

    def reset(self):
        self.hide()
        self.stop()
        self.halt()

    def emerge(self):
        self.unhide()
        self.play()
        self.location.topleft = self.WALK[0], self.Y
        self.go(self.SPEED)

    def climb_in(self):
        self.hide()
        self.get_game().get_level().ufo.queue_take_off()
        self.climb_in_sound.play()

    def update(self):
        if self.is_going() and self.location.left >= self.WALK[1]:
            self.stop()
            self.halt()
            self.play(self.climb_in, delay=self.CLIMB_IN_DELAY, play_once=True)
        Sprite.update(self)


class Bird(GameChild):

#     INTERVAL = 200, 200, 200, 200, 200, 100, 200, 200, 100
    INTERVAL = 1000, 100, 100, 100, 100, 100, 100, 300, 100
    LOCATION =  122, 351
    MARGIN = 30, 15
    SPEED = 3
    TRAIL_LENGTH = 4
    BEAK_OFFSET = 4
    LASER_DASH_LENGTH = 5
    LASER_HUE_STEP = 30
    LASER_HUE_SHIFT = 8

    def __init__(self, parent):
        GameChild.__init__(self, parent)

    def reset(self):
        self.birds = []
        self.add()
        self.flying = False
        colors = self.trail_colors = deque()
        for hue in xrange(0, 360, 360 / self.TRAIL_LENGTH):
            color = Color(0, 0, 0)
            color.hsla = hue, 100, 50, 100
            colors.append(color)
        self.laser_base_hue = 0

    def add(self):
        mx, my = self.MARGIN
        count = self.get_game().level_index
        bird = Sprite(self)
        self.set_frames(bird)
        if count == 0:
            ox, oy = 0, 0
            bird.location.left = self.LOCATION[0]
            bird.location.bottom = self.get_game().platform.rect.top - Drop.SAFE_ZONE + self.BEAK_OFFSET
        else:
            if count < 3:
                ox, oy = count * -mx, 0
            elif count < 5:
                ox, oy = (count - 3) * -mx - mx / 2, -my
            else:
                ox, oy = -mx, -my * 2
            bird.location.topleft = self.birds[0].location.move(ox, oy).topleft
        bird.trail = deque(maxlen=self.TRAIL_LENGTH)
        bird.offset = None
        bird.halt()
        self.birds.append(bird)

    def off(self):
        self.birds[-1].fade(2000, True, -1)

    def set_frames(self, bird):
        bird.load_from_path(self.get_resource("Gray-Fleshe"), True, query="f[0-4].png")
        bird.add_frameset([0, 1, 2, 3, 4, 3, 2, 1, 0], self.INTERVAL, "fly", True)

    def laser(self):
        drop = self.get_game().drop
        if drop.is_in_safe_zone():
            self.laser_base_hue = (self.laser_base_hue + self.LASER_HUE_SHIFT) % 360
            bird = self.birds[0]
            base = bird.location
            bottom = base.bottom - self.BEAK_OFFSET + 1
            if bird.offset:
                bottom -= bird.offset[1]
            line(self.get_display_surface(), (255, 0, 0), (base.centerx, bottom), (Drop.X, drop.bottom))

    def fly(self):
        self.flying = True
        for bird in self.birds:
            self.set_course(bird)

    def set_course(self, bird):
        bird.course = Course(randint(0, 360), self.SPEED)

    def update(self):
        for bird in self.birds:
            if not bird.location.fader.get_alpha():
                self.birds.remove(bird)
        if self.flying:
            for bird in self.birds:
                if random() < .01:
                    self.set_course(bird)
                limit = self.get_display_surface().get_rect()
                location = bird.location
                if location.left > limit.right:
                    bird.move(-limit.w, 0)
                if location.top > limit.bottom:
                    bird.move(0, -limit.h)
                if location.right < limit.left:
                    bird.move(limit.w, 0)
                if location.bottom < limit.top:
                    bird.move(0, limit.h)
                bird.trail.append(bird.location.topleft)
                bird.move(*get_delta(bird.course.angle, bird.course.magnitude))
                for ii, position in enumerate(bird.trail):
                    copy = bird.get_current_frame().copy()
                    pixels = PixelArray(copy)
                    max_alpha = (float(ii) + 1) / len(bird.trail) * 100
                    for x in xrange(len(pixels)):
                        for y in xrange(len(pixels[0])):
                            h, s, l, a = Color(*copy.unmap_rgb(pixels[x][y])).hsla
                            if a:
                                color = Color(0, 0, 0)
                                color.hsla = self.trail_colors[ii].hsla[:3] + (max(0, int(float(a) / 100 * max_alpha)),)
                                pixels[x][y] = color
                    del pixels
                    self.get_display_surface().blit(copy, position)
            self.trail_colors.rotate(-1)
        else:
            for bird in self.birds:
                if not bird.offset and random() < .025:
                    bird.offset = choice(xrange(-1, 2)), choice(xrange(-1, 2))
                    bird.move(*bird.offset)
                elif bird.offset and  random() < .1:
                    bird.move(*[-x for x in bird.offset])
                    bird.offset = None
        if not self.birds[0].is_playing() and random() < .05:
            for bird in self.birds:
                bird.play()
        for bird in self.birds:
            bird.update()
        if self.birds[0].get_current_frameset().current_index == 0:
            for bird in self.birds:
                bird.halt()
                bird.get_current_frameset().reset()


class Course:

    def __init__(self, angle, magnitude):
        self.angle = angle
        self.magnitude = magnitude

    def rotate(self, wall):
        self.angle = wall * 2 - self.angle


class Best(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.set_low()

    def set_low(self):
        self.clear_frames()
        low = None
        for line in open(self.get_resource("scores")):
            if low is None or int(line) < low:
                low = int(line)
        font = Font(self.get_resource("AlegreyaSansSC-Light.ttf"), 16)
        for hue in xrange(0, 360, 60):
            color = Color(0, 0, 0)
            color.hsla = hue, 100, 40, 100
            self.add_frame(font.render("b e s t : %.1f" % (low / 1000.0), True, color))
        self.location.topright = self.get_display_surface().get_rect().topright
        self.location.right -= 5
        
    def add(self, time):
        fp = open(self.get_resource("scores"), "a")
        fp.write(str(time) + "\n")
        fp.close()
        self.set_low()
54.173.43.215
54.173.43.215
54.173.43.215
 
June 7, 2018