from random import choice
from lib.pgfw.pgfw.Sprite import Sprite

class Gun(Sprite):

    def __init__(self, parent, path):
        Sprite.__init__(self, parent)
        self.load_from_path(path, True)
        self.set_framerate(self.get_configuration("gun", "framerate"))
        self.reset()

    def reset(self):
        self.hide()
        self.unfollow()

    def hide(self):
        self.visible = False

    def unfollow(self):
        self.following = False

    def show(self):
        self.visible = True

    def follow(self, food):
        self.food = food
        self.following = True

    def update(self):
        if self.visible:
            if self.following:
                self.location.centerx = self.food.location.centerx
            Sprite.update(self)
from os import listdir
from os.path import join

from pygame import Surface

from lib.pgfw.pgfw.GameChild import GameChild
from food_spring.gun.Gun import Gun

class GunLibrary(GameChild, list):

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

    def load_configuration(self):
        config = self.get_configuration("gun")
        self.root = config["path"]

    def set_guns(self):
        for ii in xrange(4):
            self.append(Guns(self, self.get_resource(join(self.root, str(ii)))))


class Guns(GameChild, list):

    def __init__(self, parent, root):
        GameChild.__init__(self, parent)
        for path in sorted(listdir(root)):
            self.append(Gun(self, join(root, path)))
        self.reset()

    def reset(self):
        for gun in self:
            gun.reset()
            gun.unfollow()

    def hide(self, exclude=None):
        for gun in self:
            gun.hide()
        if exclude is not None:
            self[exclude].show()

    def update(self):
        for gun in self:
            gun.update()
from pygame import Surface

from lib.pgfw.pgfw.Animation import Animation
from food_spring.introduction.Epithet import Epithet

class Introduction(Animation):

    def __init__(self, parent):
        Animation.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.audio = self.get_audio()
        self.delegate = self.get_delegate()
        self.audio_path = self.get_resource("introduction", "audio")
        self.set_background()
        self.epithet = Epithet(self)
        self.spanky = parent.spanky
        self.reset()
        self.deactivate()
        self.subscribe(self.respond)

    def set_background(self):
        surface = Surface(self.display_surface.get_size())
        surface.fill((0, 0, 0))
        self.background = surface

    def respond(self, event):
        if self.active:
            if self.delegate.compare(event, "any"):
                self.deactivate()
                self.parent.title.queue_activation()

    def reset(self):
        self.display_surface.blit(self.background, (0, 0))

    def deactivate(self):
        self.active = False
        self.audio.stop_current_channel()

    def activate(self):
        self.active = True
        self.audio.play_bgm(self.audio_path)
        self.spanky.location.midbottom = \
                                       self.display_surface.get_rect().midbottom

    def update(self):
        if self.active:
            self.clear()
            Animation.update(self)
            self.parent.gaia.swapper.update()
            self.epithet.update()
            self.spanky.update()

    def clear(self):
        for rect in (self.parent.gaia.swapper.rect, self.spanky.location):
            self.display_surface.blit(self.background, rect, rect)
        self.epithet.clear()
from random import randint

from pygame import Rect, Surface, Color
from pygame.font import Font

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

class Epithet(GameChild, Rect):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.load_configuration()
        self.init_rect()
        self.set_glyphs()

    def load_configuration(self):
        config = self.get_configuration("epithet")
        self.font_path = self.get_resource("display", "font-path")
        self.width = config["width"]
        self.margin = config["margin"]
        self.text = config["text"]
        self.color = config["color"]
        self.i_color = config["i-color"]
        self.t_color = config["t-color"]
        self.font_size = config["font-size"]
        self.it_size = config["it-size"]

    def init_rect(self):
        Rect.__init__(self, 0, 0, self.width, 0)
        self.midtop = self.get_display_surface().get_rect().centerx, self.margin

    def set_glyphs(self):
        glyphs = []
        for ii, character in enumerate(self.text):
            if character != " ":
                color = None
                if character in "IT":
                    size = self.it_size
                    italic = True
                    bold = True
                    if character == "I":
                        color = self.i_color
                    elif character == "T":
                        color = self.t_color
                else:
                    size = self.font_size
                    italic = False
                    bold = False
                glyphs.append(Glyph(self, character, color, size, bold, italic,
                                    ii))
        self.glyphs = glyphs

    def update(self):
        for glyph in self.glyphs:
            glyph.update()

    def clear(self):
        parent = self.parent
        for glyph in self.glyphs:
            for location in glyph.locations:
                parent.display_surface.blit(parent.background, location,
                                            location)


class Glyph(Sprite):

    def __init__(self, parent, character, color, size, bold, italic, ii):
        Sprite.__init__(self, parent, randint(40, 120))
        self.set_frames(character, size, color, bold, italic)
        self.place(ii)
        self.add_location(offset=(-5, 8))

    def set_frames(self, character, size, color, bold, italic):
        color = Color(0, 0, 0)
        background_color = Color(0, 0, 0)
        count = 30
        font = Font(self.parent.font_path, size)
        font.set_italic(italic)
        font.set_bold(bold)
        for ii in xrange(count):
            hue = randint(0, 255)
            color.hsla = hue, 100, 50, randint(30, 100)
            background_hue = hue + 128
            if background_hue > 255:
                background_hue -= 255
            background_color.hsla = background_hue, 100, 50, randint(30, 100)
            frame = font.render(character, True, color, background_color)
            if not ii % (count / 6):
                surface = Surface(frame.get_size())
                surface.set_colorkey((0, 0, 0))
                midpoint = frame.get_width() / 2
                surface.blit(frame, (midpoint, 0))
                surface.blit(frame, (-midpoint, 0))
                frame = surface
            self.add_frame(frame)

    def place(self, ii):
        parent = self.parent
        offset = int(parent.w * float(ii) / (len(parent.text) - 1))
        self.location.center = parent.left + offset, parent.top
216.73.216.152
216.73.216.152
216.73.216.152
 
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.