from os import listdir
from os.path import join

from transistors.GameChild import *
from Slide import *

class Slides(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.load()
        self.current = 0

    def load(self):
        slides = []
        directory = self.get_resource("introduction-images-path")
        for path in sorted(listdir(directory)):
            slides.append(Slide(self, join(directory, path)))
        self.slides = slides

    def reset(self):
        self.current = 0

    def advance(self):
        looped = False
        current = self.current + 1
        if current >= len(self.slides):
            current = 0
            looped = True
        self.current = current
        return not looped

    def draw(self):
        self.slides[self.current].draw()
from pygame import image
from pygame.transform import smoothscale

from transistors.GameChild import *

class Slide(GameChild):

    def __init__(self, parent, path):
        GameChild.__init__(self, parent)
        self.path = path
        self.destination = self.get_screen()
        self.load()

    def load(self):
        size = self.destination.get_size()
        self.slide = smoothscale(image.load(self.path), size).convert()

    def draw(self):
        self.destination.blit(self.slide, (0, 0))
class Parameters:

    ints = ["time-limit", "display-frame-duration", "display-wait-duration",
            "terrain-size", "orb-size", "orb-padding", "manna-size",
            "cells-type-count", "audio-bg-channel", "terrain-border"]

    floats = ["territory-initial-coverage"]

    tuples = ["display-dimensions"]

    paths = ["introduction-images-path", "capture-path"]

    str_lists = ["territory-colors", "keys-reset", "keys-capture-screen",
                 "keys-quit"]

    bools = []
import re
import os
from os.path import isfile, join

import pygame

from Parameters import *

class Configuration(dict):

    assignment_operator = "="
    comments_operator = "#"
    field_separator = ","
    keys_prefix = "keys_"
    true_values = ["yes", "y", "true", "t", "1"]
    
    def __init__(self):
        self.set_file_path()
        self.parse()

    def set_file_path(self):
        path = "config"
        if not isfile(path):
            path = join("/usr/local/share/transistors/", path)
        self.file_path = path            
    
    def parse(self):
        for line in file(self.file_path):
            line = line.strip()
            if len(line) > 0 and line[0] != self.comments_operator:
                (lval, rval) = map(
                    str.strip, line.split(self.assignment_operator))
                if lval in Parameters.ints:
                    rval = int(rval)
                if lval in Parameters.floats:
                    rval = float(rval)
                if lval in Parameters.bools:
                    rval = True if self.is_true_value(rval) else False
                if lval in Parameters.paths:
                    rval = os.path.join(*rval.split(os.sep))
                if lval in Parameters.tuples:
                    rval = eval(rval)
                if lval in Parameters.str_lists:
                    rval = map(str.strip, rval.split(self.field_separator))
                    if self.is_key_assignment(lval):
                        rval = map(lambda key: getattr(pygame, key), rval)
                self[lval] = rval

    def is_true_value(self, rval):
        return rval.lower() in self.true_values

    def is_key_assignment(self, lval):
        pattern = "^" + self.keys_prefix + "*"
        return re.match(pattern, lval) is not None
from transistors.GameChild import *
from transistors.EventDelegate import *
from terrain.Terrain import *

class World(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.deactivate()
        self.subscribe_to_events()
        self.add_terrain()

    def subscribe_to_events(self):
        self.subscribe_to(EventDelegate.state_change_event,
                          self.respond_to_state_change)

    def respond_to_state_change(self, evt):
        if evt.state == "introduction-finished":
            self.activate()

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

    def set_music(self):
        self.get_audio().play_bgm(self.get_resource("world-music-path"))

    def deactivate(self):
        self.active = False

    def add_terrain(self):
        width, height = self.get_screen().get_size()
        terrain_width = self.get_configuration()["terrain-size"]
        terrain = []
        for ii in range(width / terrain_width + 1):
            for jj in range(height / terrain_width + 1):
                terrain.append(Terrain(self, (ii, jj)))
        self.terrain = terrain        

    def update(self):
        if self.active:
            for terrain in self.terrain:
                terrain.update()
from pygame import Surface, Rect, Color

from transistors.GameChild import *

class Terrain(GameChild, Surface):

    def __init__(self, parent, coordinates):
        GameChild.__init__(self, parent)
        self.coordinates = coordinates
        self.init_surface()
        self.set_rect()
        self.set_background()
        self.set_clip()

    def init_surface(self):
        width = self.get_configuration()["terrain-size"]
        Surface.__init__(self, (width, width))

    def set_rect(self):
        rect = self.get_rect()
        ii, jj = self.coordinates
        offset = self.get_width() / 2
        rect.topleft = ii * rect.w - offset, jj * rect.w - offset
        self.rect = rect

    def set_background(self):
        background = Surface(self.get_size())
        background.fill(Color(self.get_configuration()["terrain-border-color"]))
        self.blit(background, (0, 0))
        self.background = background

    def set_clip(self):
        width = self.get_width() - self.get_configuration()["terrain-border"]
        Surface.set_clip(self, Rect(0, 0, width, width))

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

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

    def draw(self):
        self.fill(Color("black"))
        self.get_screen().blit(self, self.rect)
54.224.108.238
54.224.108.238
54.224.108.238
 
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.


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