from glob import glob
from os.path import join

from pygame import Color, PixelArray
from pygame.image import load

from lib.pgfw.pgfw.GameChild import GameChild

class View(GameChild):

    MAX_ALPHA = 255

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.index = 0
        self.alpha = self.MAX_ALPHA
        self.frame_index = 1
        self.display_surface = self.get_display_surface()

    def load_configuration(self):
        config = self.get_configuration("view")
        self.coordinates = config["coordinates"]
        self.root = config["path"]
        self.alpha_step = config["alpha-step"]

    def set_frames(self):
        frames = []
        for path in sorted(glob(join(self.get_resource(self.root), "[0-9]*"))):
        self.frames = frames

    def update(self):

    def decrement_alpha(self):
        alpha = self.alpha - self.alpha_step
        if alpha <= 0:
            alpha = self.MAX_ALPHA
        self.alpha = alpha

    def get_current_frame(self):
        return self.frames[self.frame_index]

    def increment_frame_index(self):
        index = self.frame_index + 1
        if index >= len(self.frames):
            index = 0
        self.frame_index = index

    def draw(self):
        display_surface = self.display_surface
        coordinates = self.coordinates
        display_surface.blit(self.get_current_frame(), coordinates)
        display_surface.blit(self.get_previous_frame(), coordinates)

    def get_previous_frame(self):
        frames = self.frames
        index = self.frame_index - 1
        if index < 0:
            index = len(frames) - 1
        return frames[index]
from pygame import Rect

from lib.pgfw.pgfw.GameChild import GameChild

class Collection(GameChild, Rect):

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

    def load_configuration(self):
        config = self.get_configuration("collection")
        self.coordinates = config["coordinates"]
        self.size = config["size"]

    def init_rect(self):
        Rect.__init__(self, self.coordinates, self.size)
from os.path import join
from glob import glob

from pygame import Surface
from pygame.image import load

from lib.pgfw.pgfw.GameChild import GameChild
from food_spring.gaia.Swapper import Swapper

class Gaia(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.offset = self.get_configuration("gaia", "offset")
        self.swapper = Swapper(self)

    def set_images(self):
        images = []
        for path in sorted(glob(join(self.get_resource("gaia", "path"),
        self.images = images
from random import shuffle, choice

from pygame import Surface
from pygame.time import get_ticks
from pygame.locals import *

from lib.pgfw.pgfw.GameChild import GameChild
from lib.pgfw.pgfw.Sprite import Sprite

class Swapper(GameChild, Surface):

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

    def load_configuration(self):
        config = self.get_configuration("introduction")
        self.segment_count = config["segments"]
        self.transition_time = config["transition"]

    def init_surface(self):
        parent = self.parent
        offset = parent.offset
        line, spread  = parent.images
        Surface.__init__(self, (line.get_width(), line.get_height() + offset),
        self.blit(line, (0, 0))
        self.blit(spread, (0, offset))
        rect = self.get_rect()
        rect.left = self.get_display_surface().get_width() / 2 - \
                    self.get_width() / 2
        self.rect = rect

    def set_segments(self):
        width, height = self.get_size()
        count = self.segment_count
        segment_width = width / count
        remainder = width % count
        x = 0
        segments = []
        for _ in xrange(count):
            adjusted_width = segment_width + (remainder > 0)
            segments.append(Segment(self, x, 0, adjusted_width, height))
            x += adjusted_width
            remainder -= 1
        self.segments = segments

    def swap(self, p, q):
        if isinstance(p, int):
            p, q = self.segments[p], self.segments[q]
        if not (p.moving() or q.moving()):

    def update(self):
        for segment in self.segments:
        self.swap(choice(self.segments), choice(self.segments))

class Segment(Sprite):

    def __init__(self, parent, *args):
        Sprite.__init__(self, parent)
        self.location.topleft = args[0] + self.parent.rect.left, args[1]
        self.destination = self.location.right

    def moving(self):
        return self.destination != self.location.right

    def set_destination(self, right):
        self.destination = right
        self.distance = abs(self.location.right - right)
        self.last_ticks = get_ticks()

    def update(self):
        right = self.location.right
        destination = self.destination
        ticks = get_ticks()
        if self.moving():
            elapsed = float(ticks - self.last_ticks)
            step = int(self.distance * elapsed / self.parent.transition_time) \
                   or 1
            if destination < right:
                step = -step
            if abs(step) >= abs(self.location.right - destination):
                self.location.right = destination
        self.last_ticks = ticks
March 22, 2020

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