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

class Circulor(Level):

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

    def set_void(self):
        self.void = Void(self)
from random import randint
from operator import sub

from pygame import draw

from esp_hadouken.GameChild import *

class Wave(GameChild):

    def __init__(self, parent, orientation, bottom):
        GameChild.__init__(self, parent)
        self.orientation = orientation
        self.bottom = bottom
        self.edge = 0 if orientation == parent.orient_left else \
                    parent.get_width()
        self.set_base_length()
        self.update()

    def set_base_length(self):
        self.base_length = randint(*self.parent.parent.base_range)

    def get_top(self):
        return self.vertices[0][1]

    def get_bottom(self):
        return self.vertices[1][1]

    def update(self):
        self.bottom += self.parent.parent.scroll_speed
        self.set_height()
        self.set_vertices()
        self.draw()

    def get_pos(self):
        return float(self.bottom) / self.parent.get_height()

    def set_height(self):
        height_r = self.parent.parent.height_range
        self.height = self.get_pos() * -sub(*height_r) + height_r[0]

    def set_vertices(self):
        height = self.height
        edge = self.edge
        base_length = self.base_length
        bottom = self.bottom
        peak_x = height if self.orientation == self.parent.orient_left else \
                 edge - height
        base_top = edge, bottom - base_length
        base_bottom = edge, bottom
        peak = peak_x, bottom - base_length / 2
        self.vertices = base_top, base_bottom, peak

    def draw(self):
        parent = self.parent
        draw.polygon(parent, parent.parent.opaque_color, self.vertices)
from esp_hadouken import levels

from Waves import *

class Void(levels.Void.Void):

    def __init__(self, parent):
        levels.Void.Void.__init__(self, parent)
        self.read_configuration()
        self.waves = Waves(self)

    def read_configuration(self):
        config = self.get_configuration()
        prefix = "circulor-level-"
        self.height_range = config[prefix + "height-range"]
        self.base_range = config[prefix + "base-range"]
        self.scroll_speed = config[prefix + "scroll-speed"]
        self.padding = config[prefix + "void-padding"]

    def update_area(self):
        self.waves.update()
from pygame import Surface, Rect

from esp_hadouken.GameChild import *
from Wave import *

class Waves(GameChild, Surface):

    orient_left, orient_right = range(2)

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.init_surface()
        self.set_background()
        self.generate_waves()

    def init_surface(self):
        parent = self.parent
        width = parent.get_width()
        padding = parent.padding
        bandit_height = parent.parent.bandit.rect.h
        height = parent.get_height() - sum(padding) - bandit_height
        rect = Rect(0, padding[0] + bandit_height, width, height)
        Surface.__init__(self, rect.size)
        self.convert()
        self.rect = rect

    def set_background(self):
        background = Surface(self.get_size())
        background.fill(self.parent.transparent_color)
        background.convert()
        self.background = background

    def generate_waves(self):
        self.waves = waves = []
        while not waves or waves[0].get_bottom() < 0:
            self.add_wave()

    def add_wave(self):
        waves = self.waves
        if not waves:
            bottom = self.get_height()
            orientation = self.orient_right
        else:
            bottom = waves[0].get_top()
            orientation = not waves[0].orientation
        waves.insert(0, Wave(self, orientation, bottom))

    def update(self):
        self.set_clip()
        self.clear()
        self.update_waves()
        self.draw()

    def set_clip(self):
        parent = self.parent
        y = parent.get_clip().top - parent.padding[0] - \
            parent.parent.bandit.rect.h
        Surface.set_clip(self, Rect((0, y), parent.get_clip().size))

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

    def update_waves(self):
        waves = self.waves
        if waves[0].get_bottom() > 0:
            self.add_wave()
        for wave in waves:
            if wave.get_top() > self.get_height():
                waves.remove(wave)
            else:
                wave.update()

    def draw(self):
        self.parent.blit(self, self.rect)
from esp_hadouken.pgfw.GameChild import GameChild
from esp_hadouken.overworld.Background import Background
from esp_hadouken.overworld.wall.Wall import Wall
from esp_hadouken.Toy import Toy
from esp_hadouken.dot.Dot import Dot

class Overworld(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.delegate = self.get_delegate()
        self.load_configuration()
        self.set_children()
        self.subscribe(self.respond)
        self.place_toy()
        self.reset()
        self.deactivate()

    def load_configuration(self):
        config = self.get_configuration("overworld")
        self.toy_position = config["toy-position"]
        self.audio_path = self.get_resource("overworld", "audio-path")
        self.dot_position = config["dot-position"]

    def set_children(self):
        self.background = Background(self)
        self.toy = Toy(self)
        self.wall = Wall(self)
        self.dot = Dot(self)

    def respond(self, event):
        compare = self.delegate.compare
        if compare(event, "reset-game"):
            self.deactivate()
            self.reset()
        elif compare(event, "main-menu-selection", option="play"):
            self.activate()

    def deactivate(self):
        self.active = False

    def activate(self):
        self.active = True
        self.start_music()

    def start_music(self):
        self.get_audio().play_bgm(self.audio_path)

    def place_toy(self):
        rect = self.toy.rect
        rect.top = self.toy_position
        rect.centerx = self.display_surface.get_rect().centerx

    def reset(self):
        self.place_dot()

    def place_dot(self):
        rect = self.dot.rect
        rect.top = self.dot_position
        rect.centerx = self.display_surface.get_rect().centerx

    def update(self):
        if self.active:
            self.background.update()
            self.toy.update()
            self.wall.update()
            self.dot.update()
216.73.216.157
216.73.216.157
216.73.216.157
 
March 3, 2021

Video 📺

Computers are a gun. They can see the target; they can pull the trigger. Computers were made by the military to blow people's brains out if they stepped out of line. Google Coral is the same technology that pollutes the oceans, and so is the computer I'm using, and so are the platforms I'm using to post this.

Game 🎲

Games are a context in which all play is purposeful. Games expose the fundamentally nihilistic nature of the universe and futility of pursuing any path other than the inevitability of death and the torture of an evil that knows and exploits absolute freedom. Games are not educational; they are education.

Propaganda 🆒

Education is propaganda — ego driven by-product conveying nothing that would enable us to expose that vanities made for gain subject us further to an illusion created by those in control: the illusion that quantity can represent substance and that data or observation can replace meaning. And why say it, or how, without contradicting yourself, that everything, once registered, no longer exists, and in fact never did, exists only in relation to other non-existent things, and when you look, it's not there, not only because it's long vanished, but because where would it be?


fig. 2: Gamer goo is a lubricant — not for your skin, but for facilitating your ability to own the competition (image from Gamer goo review)

As a result of video games, the great Trojan horse 🎠 of imperialist consumerist representationalism, people are divided in halves to encourage them to act according to market ordained impulses, to feign assurance, penetrating themselves deeper into a tyranny from which every action signals allegiance, confusing the world with definitions and borders, constantly struggling to balance or brace themselves against forces that threaten the crumbling stability of their ego.

F

or example, a cup 🥃 is designed and built to hold something, maintain order and prevent chaos. It keeps water from spilling back to where it belongs, back where it wants to go and gravity wants it to go. The cup is a trap, and it is used to assert dominance over nature, to fill with thoughts about existence, time and self, thoughts regarding dissimilarity between equal parts and patterns that manifest in variation. These ruminations disguised as revelations boil away to reveal isolated and self-aggrandizing thoughts about an analogy fabricated to herald the profundity of one's campaign's propaganda. You have no authentic impulse except to feed a delusion of ultimate and final supremacy. That is why you play games. That is your nature. That is why you eventually smash the cup to bits 💥 or otherwise watch it disintegrate forever because it, by being useful, threatens your facade of ownership and control.


fig. 3: worth1000

The cup is you; it reflects you; it is a lens through which you see yourself; it reassures you, confirming your presence; it says something, being something you can observe. When you move, it moves, and it opens after being closed. You can use it as a vessel for penetration fantasies, keeping you warm and fertile, a fine host for the plague of consciousness, you reptile, you sun scorched transgressor that not only bites the hand that feeds, but buries it deep within a sterile chamber where nothing remains for it as a means of escape except the corpses of others that infringed upon your feeding frenzy.