from distutils.core import setup

setup(name="Pygame Framework",
      description="Classes to facilitate the creation of pygame projects",
      author="Frank DeMarco",
      classifiers=["Development Status :: 2 - Pre-Alpha",
                  "Environment :: Plugins",
                  "Intended Audience :: Developers",
                  "License :: Public Domain",
                  "Programming Language :: Python :: 2.7"])
from time import sleep
from random import randint

from pgfw.Game import Game

# inheriting from Game allows you to customize your project
class SampleGame(Game):

    square_width = 30

    # update runs every frame, you can think of it as the mainloop
    def update(self):
        screen = self.get_screen()
        bounds = screen.get_size()
        screen.fill((0, 0, 0))
        screen.fill((255, 255, 255),
                    (randint(0, bounds[0]), randint(0, bounds[1]),
                     self.square_width, self.square_width))

if __name__ == '__main__':
    # the play method begins the project's animation
from time import time as get_secs

from pygame import joystick as joy
from pygame.key import get_pressed
from pygame.locals import *

from GameChild import *

class Input(GameChild):

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.last_mouse_down_left = None
        self.joystick = Joystick()
        self.delegate = self.get_delegate()

    def load_configuration(self):
        self.release_suffix = self.get_configuration("input", "release-suffix")
        self.key_commands = self.get_configuration().items("keys")
        self.double_click_time_limit = self.get_configuration(
            "mouse", "double-click-time-limit")

    def set_any_press_ignore_list(self):
        self.any_press_ignored = set(["capture-screen", "toggle-fullscreen",
                                      "reset-game", "record-video", "quit",
                                      "mute", "toggle-interpolator"])
        self.any_press_ignored_keys = set()

    def unsuppress(self):
        self.suppressed = False

    def subscribe_to_events(self):
        self.subscribe(self.translate_key, KEYDOWN)
        self.subscribe(self.translate_key, KEYUP)
        self.subscribe(self.translate_joy_button, JOYBUTTONDOWN)
        self.subscribe(self.translate_joy_button, JOYBUTTONUP)
        self.subscribe(self.translate_axis_motion, JOYAXISMOTION)
        self.subscribe(self.translate_mouse_input, MOUSEBUTTONDOWN)
        self.subscribe(self.translate_mouse_input, MOUSEBUTTONUP)

    def build_key_map(self):
        key_map = {}
        for command, keys in self.key_commands:
            key_map[command] = []
            if type(keys) == str:
                keys = [keys]
            for key in keys:
        self.key_map = key_map

    def build_joy_button_map(self):
        self.joy_button_map = self.get_configuration("joy")

    def suppress(self):
        self.suppressed = True

    def translate_key(self, event):
        if not self.suppressed:
            cancel = event.type == KEYUP
            posted = None
            key = event.key
            for cmd, keys in self.key_map.iteritems():
                if key in keys:
                    self.post_command(cmd, cancel=cancel)
                    posted = cmd
            if (not posted or posted not in self.any_press_ignored) and \
                   key not in self.any_press_ignored_keys:
                self.post_any_command(key, cancel)

    def post_command(self, cmd, **attributes):, **attributes)

    def post_any_command(self, id, cancel=False):
        self.post_command("any", id=id, cancel=cancel)

    def translate_joy_button(self, event):
        if not self.suppressed:
            cancel = event.type == JOYBUTTONUP
            posted = None
            for command, button in self.joy_button_map.iteritems():
                if int(button) == event.button:
                    self.post_command(command, cancel=cancel)
                    posted = command
            if not posted or posted not in self.any_press_ignored:
                self.post_any_command(event.button, cancel)

    def translate_axis_motion(self, event):
        if not self.suppressed:
            axis = event.axis
            value = event.value
            if -.01 < value < .01:
                for command in "up", "right", "down", "left":
                    self.post_command(command, cancel=True)
                    if command not in self.any_press_ignored:
                        self.post_any_command(command, True)
                if axis == 1:
                    if value < 0:
                        command = "up"
                    elif value > 0:
                        command = "down"
                    if value > 0:
                        command = "right"
                    elif value < 0:
                        command = "left"
                if command not in self.any_press_ignored:

    def is_command_active(self, command):
        if not self.suppressed:
            if self.is_key_pressed(command):
                return True
            joystick = self.joystick
            joy_map = self.joy_button_map
            if command in joy_map and joystick.get_button(joy_map[command]):
                return True
            if command == "up":
                return joystick.is_direction_pressed(Joystick.up)
            elif command == "right":
                return joystick.is_direction_pressed(Joystick.right)
            elif command == "down":
                return joystick.is_direction_pressed(Joystick.down)
            elif command == "left":
                return joystick.is_direction_pressed(Joystick.left)

    def is_key_pressed(self, command):
        poll = get_pressed()
        for key in self.key_map[command]:
            if poll[key]:
                return True

    def translate_mouse_input(self, event):
        button = event.button
        pos = event.pos
        post = self.post_command
        if event.type == MOUSEBUTTONDOWN:
            if button == 1:
                last = self.last_mouse_down_left
                if last:
                    limit = self.double_click_time_limit
                    if get_secs() - last < limit:
                        post("mouse-double-click-left", pos=pos)
                last = get_secs()
                self.last_mouse_down_left = last

    def get_axes(self):
        axes = {}
        for direction in "up", "right", "down", "left":
            axes[direction] = self.is_command_active(direction)
        return axes

    def register_any_press_ignore(self, *args, **attributes):

    def extract_keys(self, attributes):
        keys = []
        if "keys" in attributes:
            keys = attributes["keys"]
            if type(keys) == int:
                keys = [keys]
        return keys

    def unregister_any_press_ignore(self, *args, **attributes):

class Joystick:

    (up, right, down, left) = range(4)

    def __init__(self):
        js = None
        if joy.get_count() > 0:
            js = joy.Joystick(0)
        self.js = js

    def is_direction_pressed(self, direction):
        js = self.js
        if not js or direction > 4:
            return False
        if direction == 0:
            return js.get_axis(1) < 0
        elif direction == 1:
            return js.get_axis(0) > 0
        elif direction == 2:
            return js.get_axis(1) > 0
        elif direction == 3:
            return js.get_axis(0) < 0

    def get_button(self, id):
	if self.js:
	    return self.js.get_button(id)
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.

↠ RSS Feed ↞