#!/usr/bin/python

# Rocket Land Launch
# "A gracious spring, turned to blood-ravenous autumn" - Rihaku,
# Lament of the Frontier Guard

from os import environ
from os.path import join
from random import randint, randrange, choice, random, uniform, shuffle
from math import tan, radians, ceil

from pygame import init, Surface, transform, PixelArray
from pygame.time import get_ticks, wait
from pygame.event import get
from pygame.display import set_mode, flip, set_caption
from pygame.mouse import set_visible
from pygame.image import load
from pygame.draw import polygon, aaline, circle
from pygame.locals import *

class Between:

    resolution = (640, 480)
    target_frame_duration = 40

    def __init__(self):
        self.quit_queued = False
        self.duration = 0
        init()
        set_visible(False)
        set_caption("Divine Remains Holds Domain")
        set_caption("Desert of Utility")
        set_caption("Involution")
        self.set_screen()
        self.characters = Characters(self)
        self.title = Title(self)
        self.field = Field(self)
        self.title.activate()
        self.last_ticks = get_ticks()
        self.reset()

    def reset(self):
        self.characters.reset()
        self.title.reset()
        self.field.reset()

    def run(self):
        while True:
            self.maintain_framerate()
            self.dispatch_events()
            if self.quit_queued:
                break
            self.title.update()
            self.field.update()
            flip()

    def maintain_framerate(self):
        while self.duration < self.target_frame_duration:
            wait(2)
            ticks = get_ticks()
            self.duration += ticks - self.last_ticks
            self.last_ticks = ticks
        self.duration -= self.target_frame_duration

    def dispatch_events(self):
        for event in get():
            if event.type == KEYDOWN:
                key = event.key
                if key == K_F11:
                    self.set_screen(True)
                elif key == K_F8:
                    self.reset()
                elif key == K_ESCAPE:
                    self.quit()
                elif self.title.active and key in (K_UP, K_DOWN):
                    self.title.change_character(key == K_UP)
                elif self.title.active and key == K_RETURN:
                    self.title.deactivate()
                    self.field.activate()
                    self.field.start_level()
            elif event.type == QUIT:
                self.quit()

    def set_screen(self, toggle_fullscreen=False):
        flags = 0
        if toggle_fullscreen:
            flags = self.screen.get_flags() ^ FULLSCREEN
        self.screen = set_mode(self.resolution, flags)

    def quit(self):
        self.quit_queued = True


class Child:

    def __init__(self, parent):
        self.parent = parent
        self.set_root()
        self.set_screen()

    def set_root(self):
        node = self.parent
        while not isinstance(node, Between):
            node = node.parent
        self.root = node

    def set_screen(self):
        self.screen = self.root.screen


class Characters(Child, list):

    folder = join("resource", "img", "character")
    paths = "h-Hh", "6oF", "Bag"

    def __init__(self, parent):
        Child.__init__(self, parent)
        list.__init__(self, (Character(self, join(self.folder, path)) for \
                             path in self.paths))

    def reset(self):
        self.current_index = 1
        self.parent.field.jumper.set_surface()

    def shift_index(self, decrease=False):
        step = -1 if decrease else 1
        self.current_index += step
        if self.current_index == len(self):
            self.current_index = 0
        elif self.current_index < 0:
            self.current_index = len(self) - 1
        self.parent.field.jumper.set_surface()

    def get_selected_character(self):
        return self[self.current_index]


class Character(Child):

    def __init__(self, parent, path):
        Child.__init__(self, parent)
        self.mono_surface = load(join(path, "mono.png")).convert_alpha()
        self.large_surface = load(join(path, "large.png")).convert_alpha()
        self.mini_surface = load(join(path, "mini.png")).convert_alpha()

    def is_selected_character(self):
        return self == self.parent.get_selected_character()


class Animation(Child):

    def __init__(self, parent, interval):
        Child.__init__(self, parent)
        self.interval = interval
        self.playing = False

    def play(self):
        self.playing = True
        self.last_ticks = get_ticks()
        self.frame_duration = 0

    def stop(self):
        self.playing = False

    def update(self):
        if self.playing:
            self.frame_duration += get_ticks() - self.last_ticks
            if self.frame_duration >= self.interval:
                self.frame_duration -= self.interval
                self.advance_frame()
            self.last_ticks = get_ticks()


class Title(Animation):

    color_components = (0, 80, 70), (0, 60, 60), (0, 90, 80)
    interval_range = 0, 120
    interval_change_rate = .005
    indicator_colors = (Color(*components) for components in \
                        ((255, 255, 0), (255, 0, 255), (0, 255, 255),
                         (255, 192, 87)))

    def __init__(self, parent):
        Animation.__init__(self, parent, self.interval_range[0])
        self.background_index = 0
        self.set_backgrounds()
        rects = self.character_rects = []
        characters = self.parent.characters
        for ii, character in enumerate(characters):
            rect = character.large_surface.get_rect()
            rect.center = self.screen.get_width() / 2, \
                          int(float(ii + 1) / (len(characters) + 1) * \
                              self.screen.get_height())
            rects.append(rect)
        indicator_surfaces = self.indicator_surfaces = []
        rect = self.indicator_rect = Rect(self.screen.get_width() / 3, 0, 22,
                                          23)
        for color in self.indicator_colors:
            surface = Surface(rect.size)
            surface.set_colorkey((0, 0, 0))
            polygon(surface, color, ((0, 0), (rect.w - 1, rect.h / 2 - 1),
                                     (0, rect.h - 1)))
            indicator_surfaces.append(surface)
        self.indicator_surfaces_index = 0

    def set_backgrounds(self):
        backgrounds = self.backgrounds = []
        tiles = []
        size = 4
        colors = []
        for h, s, l in self.color_components:
            color = Color(0, 0, 0)
            color.hsla = h, s, l, 100
            colors.append(color)
        for ii in xrange(len(colors)):
            tile = Surface((size, size))
            for x in xrange(size):
                for y in xrange(size):
                    if not (x + y) % 2:
                        color = colors[ii]
                    elif (x + y) % 4 == 1:
                        color = colors[(ii + 1) % len(colors)]
                    else:
                        color = colors[(ii + 2) % len(colors)]
                    tile.set_at((x, y), color)
            surface = Surface(self.screen.get_size())
            for x in xrange(0, surface.get_width(), size):
                for y in xrange(0, surface.get_height(), size):
                    surface.blit(tile, (x, y))
            backgrounds.append(surface)

    def reset(self):
        self.place_indicator()
        self.activate()

    def place_indicator(self):
        self.indicator_rect.centery = self.\
                                      character_rects[self.parent.characters.\
                                                      current_index].centery

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

    def deactivate(self):
        self.active = False

    def advance_frame(self):
        self.background_index += 1
        if self.background_index == len(self.backgrounds):
            self.background_index = 0

    def change_character(self, decrement=False):
        self.parent.characters.shift_index(decrement)
        self.place_indicator()

    def update(self):
        if self.active:
            if random() < self.interval_change_rate:
                self.interval = randint(*self.interval_range)
            Animation.update(self)
            self.screen.blit(self.backgrounds[self.background_index], (0, 0))
            for ii, character in enumerate(self.parent.characters):
                if character.is_selected_character():
                    surface = character.large_surface
                else:
                    surface = character.mono_surface
                self.screen.blit(surface, self.character_rects[ii])
            self.indicator_surfaces_index += 1
            if self.indicator_surfaces_index == len(self.indicator_surfaces):
                self.indicator_surfaces_index = 0
            self.screen.blit(self.\
                             indicator_surfaces[self.indicator_surfaces_index],
                             self.indicator_rect)


class Level:

    def __init__(self, pad_width_range, pad_speed_range, pad_gap_range,
                 room_height):
        self.pad_width_range = pad_width_range
        self.pad_speed_range = pad_speed_range
        self.pad_gap_range = pad_gap_range
        self.room_height = room_height

    def generate_pad_parameters(self):
        return tuple((uniform(*limits) for limits in (self.pad_width_range,
                                                      self.pad_speed_range,
                                                      self.pad_gap_range)))


class Field(Child):

    levels = Level((25, 40), (.75, 1), (52, 72), 16), \
             Level((18, 28), (1.2, 1.5), (58, 80), 45), \
             Level((4, 12), (8, 11), (100, 150), 360)

    def __init__(self, parent):
        Child.__init__(self, parent)
        self.background = Background(self)
        self.road = Road(self)
        self.pit = Pit(self)
        self.room = Room(self)
        self.jumper = Jumper(self)

    def reset(self):
        self.level_index = 0
        self.deactivate()

    def deactivate(self):
        self.active = False

    def activate(self):
        self.active = True
        self.pit.play()
        self.road.fire.play()

    def get_current_level(self):
        return self.levels[self.level_index]

    def start_level(self):
        self.background.paint()
        pad_color = self.pad_color = Color(0, 0, 0)
        pad_color.hsla = randrange(0, 360), 100, 32, 100
        pad_border_color = self.pad_border_color = Color(0, 0, 0)
        pad_border_color.hsla = randrange(0, 360), 60, 86, 100
        self.road.populate()
        self.room.place()
        self.jumper.drop()

    def update(self):
        if self.active:
            self.background.update()
            self.pit.update()
            self.road.update()
            self.room.update()
            self.jumper.update()


class Background(Child):

    tile_size = 16
    tile_count = 32
    tile_color_range = 0, 120
    blend = BLEND_RGB_ADD
    segment_sizes = [.1, .15, .25, .33]
    foreground_saturation_range = 80, 80
    foreground_lightness_range = 70, 70
    foreground_hue_offset_range = 4, 30
    mask_speed = 1

    def __init__(self, parent):
        Child.__init__(self, parent)
        self.mask_x = 0
        self.mask = Surface(self.screen.get_size())
        self.foreground = Surface(self.screen.get_size())

    def paint(self):
        self.fill_mask()
        self.fill_foreground()

    def fill_mask(self):
        self.set_tiles()
        mask = self.mask
        for x in xrange(0, mask.get_width(), self.tile_size):
            for y in xrange(0, mask.get_height(), self.tile_size):
                mask.blit(choice(self.tiles), (x, y))

    def set_tiles(self):
        self.tiles = tiles = []
        for _ in xrange(self.tile_count):
            size = self.tile_size
            tile = Surface((size, size))
            palette = self.get_palette()
            window = Rect(0, 0, size / 2, size / 2)
            for x in xrange(0, size, window.w):
                for y in xrange(0, size, window.h):
                    window.topleft = x, y
                    tile.fill(palette[(x + y) % 2], window)
            tiles.append(tile)

    def get_palette(self):
        return self.get_tile_color(), self.get_tile_color()

    def get_tile_color(self):
        color = [0, 0, 0]
        color[randint(0, 2)] = randint(*self.tile_color_range)
        return color

    def fill_foreground(self):
        foreground = self.foreground
        rect = foreground.get_rect()
        x_intervals = [0]
        total = 0
        shuffle(self.segment_sizes)
        for size in self.segment_sizes:
            interval = int(size * rect.w)
            x_intervals.append(interval + total)
            total += interval
        x_intervals.append(rect.w)
        interval_index = 0
        base_hue = randrange(0, 360)
        saturation = randint(*self.foreground_saturation_range)
        lightness = randint(*self.foreground_lightness_range)
        next_base_color = self.get_foreground_color(base_hue, saturation,
                                                    lightness)
        for x in xrange(rect.w):
            if x >= x_intervals[interval_index]:
                interval_index += 1
                base_color = next_base_color
                next_base_color = self.get_foreground_color(base_color.hsla[0],
                                                            saturation,
                                                            lightness)
            bh = base_color.hsla[0]
            nh = next_base_color.hsla[0]
            if nh < bh:
                difference = 360 - bh + nh
            else:
                difference = nh - bh
            hue = int(bh + difference * \
                      ((x - x_intervals[interval_index - 1]) / \
                       float(x_intervals[interval_index] - \
                             x_intervals[interval_index - 1]))) % 360
            color = Color(0, 0, 0)
            color.hsla = [hue] + map(int, base_color.hsla[1:])
            foreground.fill(color, (x, 0, 1, rect.h))

    def get_foreground_color(self, base, saturation, lightness):
        color = Color(0, 0, 0)
        hue = (base + randint(*self.foreground_hue_offset_range)) % 360
        color.hsla = hue, saturation, lightness, 100
        return color

    def update(self):
        self.mask_x -= self.mask_speed
        if self.mask_x < -self.screen.get_width():
            self.mask_x = 0
        self.screen.blit(self.foreground, (0, 0))
        self.screen.blit(self.mask, (self.mask_x, 0), None, self.blend)
        self.screen.blit(self.mask, (self.mask_x + self.screen.get_width(), 0),
                         None, self.blend)


class Road(Child):

    def __init__(self, parent):
        Child.__init__(self, parent)
        self.fire = Fire(self)
        self.pads = Pads(self)

    def populate(self):
        self.pads.populate()

    def update(self):
        self.fire.update()
        self.pads.update()


class Fire(Animation):

    frame_count = 128
    tile_path = join("resource", "img", "fire.png")
    speed = 1
    height = 20

    def __init__(self, parent):
        Animation.__init__(self, parent, 0)
        self.frame_index = 0
        base_tile = load(self.tile_path).convert()
        self.tile_height = base_tile.get_height()
        frames = self.frames = []
        frame_count = self.frame_count
        for ii in xrange(frame_count):
            tile = base_tile.copy()
            pixels = PixelArray(tile)
            for x in xrange(len(pixels)):
                for y in xrange(len(pixels[0])):
                    color = Color(*tile.unmap_rgb(pixels[x][y]))
                    h, s, l, a = color.hsla
                    color.hsla = int((h + ii * 360.0 / frame_count) % 360), \
                                 max(0, s - 10), min(100, l + 10), a
                    pixels[x][y] = color
            del pixels
            tr = tile.get_rect()
            frame = Surface((self.screen.get_width(),
                             tr.h * (self.height / tr.h + 2)), SRCALPHA)
            for x in xrange(0, frame.get_width(), tr.w):
                for y in xrange(0, frame.get_height(), tr.h):
                    frame.blit(tile, (x, y))
            frames.append(frame)
        window_rect = self.window_rect = Rect(0, self.screen.get_height() - \
                                              self.height,
                                              self.screen.get_width(),
                                              self.height)
        self.rect = self.frames[0].get_rect()
        self.rect.bottom = window_rect.bottom

    def advance_frame(self):
        self.frame_index += 1
        if self.frame_index == len(self.frames):
            self.frame_index = 0

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

    def update(self):
        Animation.update(self)
        self.rect.bottom += self.speed
        if self.rect.bottom == self.window_rect.bottom + self.tile_height:
            self.rect.bottom = self.window_rect.bottom
        self.screen.set_clip(self.window_rect)
        self.screen.blit(self.get_current_frame(), self.rect)
        self.screen.set_clip(None)


class Pads(Child, list):

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

    def populate(self):
        list.__init__(self, [])
        x = -20
        while x < self.screen.get_width():
            width, speed, self.gap = self.parent.parent.get_current_level().\
                                     generate_pad_parameters()
            self.append(Pad(self, width, speed))
            self[-1].x = x
            x += self.gap + width

    def update(self):
        self.retire()
        for pad in self:
            pad.update()
        if self.screen.get_width() - self[-1].rect.right >= self.gap:
            width, speed, self.gap = self.parent.parent.get_current_level().\
                                     generate_pad_parameters()
            self.append(Pad(self, width, speed))

    def retire(self):
        while self[0].rect.right < 0:
            self.pop(0)


class Pad(Child):

    height = 6

    def __init__(self, parent, width, speed):
        Child.__init__(self, parent)
        self.speed = speed
        surface = self.surface = Surface((width, self.height))
        rect = self.rect = surface.get_rect()
        field = self.parent.parent.parent
        rect.bottomleft = self.screen.get_width(), \
                          field.road.fire.window_rect.top
        surface.fill(field.pad_color)
        surface.fill(field.pad_border_color, (0, 0, rect.w, 2))
        surface.fill(field.pad_border_color, (0, 0, 2, rect.h))
        surface.fill(field.pad_border_color, (rect.w - 2, 0, 2, rect.h))
        self.x = rect.left

    def update(self):
        self.x -= self.speed
        self.rect.left = int(self.x)
        self.screen.blit(self.surface, self.rect)


class Pit(Animation):

    frame_count = 20
    radius = 8
    alpha = 220

    def __init__(self, parent):
        Animation.__init__(self, parent, 600)
        self.frame_index = 0
        background_frames = self.background_frames = []
        foreground_frames = self.foreground_frames = []
        radius = self.radius
        for ii in xrange(self.frame_count):
            background_frame = Surface((radius * 2, self.screen.get_height()))
            background_frame.set_colorkey((0, 0, 0))
            foreground_frame = background_frame.copy()
            color = Color(0, 0, 0)
            color.hsla = int(ii * 360.0 / self.frame_count), 100, 60, 100
            for y in xrange(radius, background_frame.get_height(), radius * 2):
                # circle(background_frame, color, (radius, y), radius)
                color.hsla = [(color.hsla[0] + 30) % 360] + list(color.hsla[1:])
                circle(foreground_frame, color, (radius, y), radius - 4)
            background_frame.set_alpha(self.alpha)
            foreground_frame.set_alpha(self.alpha)
            background_frames.append(background_frame)
            foreground_frames.append(foreground_frame)
        rect = self.rect = background_frame.get_rect()
        rect.right = self.screen.get_rect().right - 2

    def advance_frame(self):
        self.frame_index += 1
        if self.frame_index == len(self.background_frames):
            self.frame_index = 0

    def update(self):
        Animation.update(self)
        self.screen.blit(self.background_frames[self.frame_index], self.rect)
        self.screen.blit(self.foreground_frames[self.frame_index], self.rect)


class Room(Child):

    image_path = join("resource", "img", "cliff")

    def __init__(self, parent):
        Child.__init__(self, parent)
        self.set_surfaces()
        self.close()

    def set_surfaces(self):
        self.closed_surface = load(join(self.image_path,
                                        "closed.png")).convert_alpha()
        self.open_surface = load(join(self.image_path,
                                      "open.png")).convert_alpha()
        rect = self.rect = self.closed_surface.get_rect()
        rect.right = self.screen.get_rect().right

    def close(self):
        self.closed = True
        self.set_active_surface()

    def set_active_surface(self):
        if self.closed:
            self.active_surface = self.closed_surface
        else:
            self.active_surface = self.open_surface

    def open(self):
        self.closed = False
        self.set_active_surface()

    def place(self):
        self.rect.bottom = self.screen.get_height() - \
                           self.parent.get_current_level().room_height

    def update(self):
        self.screen.blit(self.active_surface, self.rect)


class Jumper(Child):

    hover_location = 38, 300
    hover_length = 3000

    def __init__(self, parent):
        Child.__init__(self, parent)
        self.blink = Blink(self)

    def set_surface(self):
        self.surface = self.parent.parent.characters.get_selected_character().\
                       mini_surface
        self.rect = self.surface.get_rect()

    def drop(self):
        self.blink.play()
        self.hover_remaining = self.hover_length
        self.last_ticks = get_ticks()
        self.velocity = [0, 0]
        self.rect.center = self.hover_location
        self.precise_location = list(self.rect.topleft)

    def update(self):
        if self.hover_remaining > 0:
            self.hover_remaining -= get_ticks() - self.last_ticks
            if self.hover_remaining <= 0:
                self.blink.stop()
                self.velocity = [0, -5]
            else:
                self.last_ticks = get_ticks()
        self.blink.update()
        self.precise_location[0] += self.velocity[0]
        self.precise_location[1] -= self.velocity[1]
        self.rect.topleft = map(int, self.precise_location)
        if self.blink.visible:
            self.screen.blit(self.surface, self.rect)


class Blink(Animation):

    def __init__(self, parent):
        Animation.__init__(self, parent, 300)
        self.stop()

    def advance_frame(self):
        self.visible = not self.visible

    def stop(self):
        Animation.stop(self)
        self.visible = True


if __name__ == "__main__":
    environ["SDL_VIDEO_CENTERED"] = "1"
    Between().run()
216.73.216.223
216.73.216.223
216.73.216.223
 
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.