from pygame import display, image
from pygame.locals import *

from GameChild import *

class Display(GameChild):

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.config = self.get_configuration().get_section("display")
        self.set_screen()
        self.set_caption()
        self.set_icon()
        self.subscribe_to(self.get_custom_event_id(), self.toggle_fullscreen)

    def set_screen(self, flags=0):
        self.screen = display.set_mode(self.config["dimensions"], flags)
        # robot spaceman ninja ranger

    def set_caption(self):
        display.set_caption(self.config["caption"])

    def set_icon(self):
        if self.get_configuration().has_option("display", "icon-path"):
            path = self.get_resource("display", "icon-path")
            display.set_icon(image.load(path).convert_alpha())

    def get_screen(self):
        return self.screen

    def get_size(self):
        return self.screen.get_size()

    def toggle_fullscreen(self, event):
        if self.is_command(event, "toggle-fullscreen"):
            screen = self.screen
            cpy = screen.convert()
            self.set_screen(self.screen.get_flags() ^ FULLSCREEN)
            screen.blit(cpy, (0, 0))
from os.path import exists, join, basename, normpath, abspath
from sys import argv

from pygame import mixer, event
from pygame.locals import *

import Game

class GameChild:

    def __init__(self, parent=None):
        self.parent = parent

    def get_game(self):
        current = self
        while not isinstance(current, Game.Game):
            current = current.parent
        return current

    def get_configuration(self, section=None, option=None):
        config = self.get_game().configuration
        if option and section:
            return config.get(section, option)
        if section:
            return config.get_section(section)
        return config

    def get_input(self):
        return self.get_game().input

    def get_screen(self):
        return self.get_game().display.get_screen()

    def get_audio(self):
        return self.get_game().audio

    def get_delegate(self):
        return self.get_game().delegate

    def get_resource(self, section, option):
        config = self.get_configuration()
        rel_path = config.get(section, option)
        for root in config.get("setup", "resources-search-path"):
            if self.is_shared_mode() and not self.is_absolute_path(root):
                continue
            path = join(root, rel_path)
            if exists(path):
                return path
        self.print_debug("Couldn't find resource: {0}, {1}".\
                                   format(section, option))

    def print_debug(self, statement):
        if self.is_debug_mode():
            print statement

    def is_absolute_path(self, path):
        return normpath(path) == abspath(path)

    def is_shared_mode(self):
        return "-s" in argv

    def subscribe_to(self, kind, callback):
        self.get_game().delegate.add_subscriber(kind, callback)

    def unsubscribe_from(self, kind, callback):
        self.get_game().delegate.remove_subscriber(kind, callback)

    def is_debug_mode(self):
        return "-d" in argv

    def get_custom_event_id(self):
        return globals()[self.get_configuration().get("event",
                                                      "custom-event-id")]

    def is_command(self, evt, cmd):
        name = self.get_configuration().get("event", "command-event-name")
        if not isinstance(cmd, list):
            cmd = [cmd]
        return evt.type == self.get_custom_event_id() and evt.name == name and \
               evt.command in cmd

    def post_command(self, command):
        name = self.get_configuration().get("event", "command-event-name")
        event.post(event.Event(self.get_custom_event_id(), name=name,
                               command=command))
import pygame

class Animation:

    def __init__(self, frame_duration, skip_frames=False):
        self.reset_ticks()
        self.updates_this_cycle = 1
        self.overflow = 0
        self.update_count = 1
        self.actual_frame_duration = 0
        self.target_frame_duration = frame_duration
        self.skip_frames = skip_frames
        self.stopping = False

    def reset_ticks(self):
        self.last_ticks = self.get_ticks()

    def play(self):
        while not self.stopping:
            self.advance_frame()
            self.update_frame_duration()
            self.update_overflow()
        self.stopping = False

    def advance_frame(self):
        while self.update_count > 0:
            self.sequence()
            self.update_count -= 1
            if not self.skip_frames:
                break

    def sequence(self):
        pass

    def update_frame_duration(self):
        last_ticks = self.last_ticks
        actual_frame_duration = self.get_ticks() - last_ticks
        last_ticks = self.get_ticks()
        wait_duration = self.get_configuration().get("display", "wait-duration")
        while actual_frame_duration < self.target_frame_duration:
            pygame.time.wait(wait_duration)
            actual_frame_duration += self.get_ticks() - last_ticks
            last_ticks = self.get_ticks()
        self.actual_frame_duration = actual_frame_duration
        self.last_ticks = last_ticks

    def get_ticks(self):
        return pygame.time.get_ticks()

    def update_overflow(self):
        self.update_count = 1
        target_frame_duration = self.target_frame_duration
        overflow = self.overflow
        overflow += self.actual_frame_duration - target_frame_duration
        while overflow > target_frame_duration:
            self.update_count += 1
            overflow -= target_frame_duration
        overflow = self.overflow

    def stop(self):
        self.stopping = True

    def clear_queue(self):
        self.update_count = 1
from pygame import event
from pygame.locals import *

from GameChild import *

class EventDelegate(GameChild):

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.subscribers = dict()
        self.disable()

    def enable(self):
        self.enabled = True

    def disable(self):
        self.enabled = False

    def dispatch_events(self):
        if self.enabled:
            subscribers = self.subscribers
            for evt in event.get():
                kind = evt.type
                if kind in subscribers:
                    for subscriber in subscribers[kind]:
                        self.print_debug("Passing {0} to {1}".\
                                                   format(evt, subscriber))
                        subscriber(evt)
        else:
            event.pump()

    def add_subscriber(self, kind, callback):
        self.print_debug("Subscribing {0} to {1}".\
                                   format(callback, kind))
        subscribers = self.subscribers
        if kind not in subscribers:
            subscribers[kind] = list()
        subscribers[kind].append(callback)

    def remove_subscriber(self, kind, callback):
        self.subscribers[kind].remove(callback)
216.73.216.13
216.73.216.13
216.73.216.13
 
December 3, 2013

Where in the mind's prism does light shine, inward, outward, or backward, and where in a plane does it intersect, experientially and literally, while possessing itself in a dripping wet phantasm?


Fig 1.1 What happens after you turn on a video game and before it appears?

The taxonomy of fun contains the difference between gasps of desperation and exaltation, simultaneously identical and opposite; one inspires you to have sex, while the other to ejaculate perpetually. A destruction and its procession are effervescent, while free play is an inseminated shimmer hatching inside you. Unlikely to be resolved, however, in such a way, are the climaxes of transitions between isolated, consecutive game states.

You walk through a door or long-jump face first (your face, not Mario's) into a painting. A moment passes for eternity, viscerally fading from your ego, corpus, chakra, gaia, the basis of your soul. It happens when you kill too, and especially when you precisely maim or obliterate something. It's a reason to live, a replicating stasis.


Fig 1.2 Sequence in a video game

Video games are death reanimated. You recurse through the underworld toward an illusion. Everything in a decision and logic attaches permanently to your fingerprint. At the core, you use its energy to soar, comatose, back into the biosphere, possibly because the formal structure of a mind by human standards is useful in the next world.