from esp_hadouken.levels.Level import *
from Void import *

class Tooth(Level):

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

    def set_void(self):
        self.void = Void(self)
from esp_hadouken.levels.Level import *
from Void import *

class Octo(Level):

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

    def set_void(self):
        self.void = Void(self)

    def set_dot(self):
        Level.set_dot(self, (None, (0, self.get_height())), (True, False))
from random import randint

from pygame import Surface

from esp_hadouken import levels
from Barrier import *

class Void(levels.Void.Void):

    def __init__(self, parent):
        levels.Void.Void.__init__(self, parent)
        self.frame_width = self.parent.get_width()
        self.read_configuration()
        self.init_barriers()

    def read_configuration(self):
        config = self.get_configuration()
        self.barrier_height = config["octo-level-barrier-height"]
        self.min_gap = config["octo-level-min-gap"]
        self.spawn_range = config["octo-level-spawn-range"]
        self.void_padding = config["octo-level-void-padding"]
        self.scroll_speed = config["octo-level-scroll-speed"]

    def init_barriers(self):
        self.set_y_range()
        y_range = self.y_range
        y = y_range[0]
        barriers = []
        y = self.generate_spawn_distance()
        while y < y_range[1]:
            barriers.append(Barrier(self, y))
            y += self.generate_spawn_distance()
        self.barriers = barriers
        self.next_spawn = self.generate_spawn_distance()

    def set_y_range(self):
        padding = self.void_padding
        parent = self.parent
        start = parent.bandit.rect.bottom + padding[0]
        end = parent.get_height() - padding[1]
        self.y_range = start, end

    def generate_spawn_distance(self):
        return randint(*self.spawn_range)

    def update_area(self):
        barriers = self.barriers
        if barriers[0].y - self.y_range[0] > self.next_spawn:
            barriers.insert(0, Barrier(self, self.y_range[0]))
            self.next_spawn = self.generate_spawn_distance()
        for barrier in barriers:
            if barrier.y > self.y_range[1]:
                barriers.remove(barrier)
            else:
                barrier.update()
from random import randint

from pygame import Surface, Color, Rect

from esp_hadouken.GameChild import *

class Barrier(GameChild, Surface):

    transparent_color = Color("magenta")

    def __init__(self, parent, y=0):
        GameChild.__init__(self, parent)
        Surface.__init__(self, (parent.frame_width, parent.barrier_height))
        self.set_colorkey(self.transparent_color)
        self.convert()
        self.y = y
        self.set_gap()

    def set_gap(self):
        gap = Surface(self.get_size())
        gap.fill(self.transparent_color)
        self.gap_center = randint(0, self.get_width())
        self.gap = gap.convert()

    def update(self):
        self.y += self.parent.scroll_speed
        self.blit_gap()
        self.draw()

    def blit_gap(self):
        gap = self.gap
        width = self.calculate_width()
        position = (self.gap_center - width / 2, 0)
        area = Rect(0, 0, width, gap.get_height())
        self.blit(gap, position, area)
        self.blit_overflow(width, position[0])

    def calculate_width(self):
        y_range = self.parent.y_range
        ratio = (self.y - y_range[0]) / float(y_range[1] - y_range[0])
        min_gap = self.parent.min_gap
        return int(min_gap + (self.get_width() - min_gap) * ratio)

    def blit_overflow(self, width, x):
        gap = self.gap
        frame_width = self.parent.frame_width
        if x < 0 or x + width > frame_width:
            if x < 0:
                overflow = 0 - x
                position = (frame_width - overflow, 0)
            else:
                overflow = x + width - frame_width
                position = (0, 0)
            self.blit(gap, position, Rect(0, 0, overflow, self.get_height()))

    def draw(self):
        self.parent.blit(self, (0, self.y))
from math import pi, sin, cos
from random import random, randint

from pygame import time, draw, Rect

from esp_hadouken import levels

class Trap(levels.Void.Void):

    def __init__(self, parent):
        levels.Void.Void.__init__(self, parent)
        self.read_configuration()
        self.reset()

    def read_configuration(self):
        config = self.get_configuration()
        prefix = "circulor-level-"
        self.radius_range = config[prefix + "radius-range"]
        self.trap_duration = config[prefix + "trap-duration"]
        self.speed = config[prefix + "speed"]
        self.thickness = config[prefix + "trap-thickness"]

    def reset(self):
        self.center = None
        self.total_elapsed = 0
        self.last_ticks = time.get_ticks()
        self.angle = random() * pi * 2

    def update_area(self):
        if self.parent.trapped:
            self.place()
            self.collide()
            if self.total_elapsed >= self.trap_duration:
                self.parent.trapped = False
                self.parent.escaped = True
            else:
                self.update_total_elapsed()
            self.draw_circle()

    def place(self):
        center = self.get_center()
        x_del, y_del = self.calculate_deltas()
        self.center = center[0] + x_del, center[1] + y_del

    def get_center(self):
        center = self.center
        if not center:
            center = self.parent.dot.rect.center
        return center

    def calculate_deltas(self):
        ang, distance = self.angle, self.speed
        return sin(ang) * distance, cos(ang) * distance

    def collide(self):
        angle = self.angle
        x, y = self.center
        radius = self.get_radius()
        rect = Rect(x - radius, y - radius, radius * 2, radius * 2)
        bandit = self.parent.bandit.rect
        if rect.colliderect(bandit):
            if bandit.left - rect.right > rect.top - bandit.bottom:
                angle = -angle
                rect.right = bandit.left
            else:
                angle = pi - angle
                rect.top = bandit.bottom
        field = self.parent.rect
        if rect.right > field.w or rect.left < 0:
            angle = -angle
            if rect.right > field.w:
                rect.right = field.w
            else:
                rect.left = 0
        if rect.top < 0 or rect.bottom > field.h:
            angle = pi - angle
            if rect.top < 0:
                rect.top = 0
            else:
                rect.bottom = field.h
        self.angle = angle
        self.center = rect.center

    def update_total_elapsed(self):
        current_ticks = time.get_ticks()
        self.total_elapsed += current_ticks - self.last_ticks
        self.last_ticks = current_ticks

    def draw_circle(self):
        center = tuple(map(int, self.center))
        color = self.opaque_color
        draw.circle(self, color, center, self.get_radius(), self.thickness)

    def get_radius(self):
        radius_r = self.radius_range
        pos = float(self.total_elapsed) / self.trap_duration
        return int(pos * (radius_r[1] - radius_r[0]) + radius_r[0])
216.73.216.42
216.73.216.42
216.73.216.42
 
June 23, 2019

is pikachu dead

yes and how about that for a brain tickler that what you're seeing all along was a ghost. we used a digital stream of bits that in the future we call blood to recreate everything as a malleable substance that is projected through computers over a massive interstellar network that runs faster than the speed of light in order to simultaneously exist at every moment in time exactly the same way effectively creating a new dimension through which you can experience the timeless joy of video games. you can press a button and watch the impact of your actions instantaneously resonate eternally across an infinite landscape as you the master of a constantly regenerating universe supplant your reality with your imagination giving profoundly new meaning to the phrase what goes around comes around as what comes around is the manifestation of the thoughts you had before you were aware of them. thoughts before they were thought and actions before they were done! it's so revolutionary we saved it for 10,000 years from now but it's all recycled here in the past with you at the helm and the future at the tips of your fingers