from os import system, sep, walk, remove
from os.path import basename, join, exists
from shutil import copy, copytree, rmtree
from distutils.core import setup
from zipfile import ZipFile

import py2exe

from esp_hadouken.Setup import *

origIsSystemDLL = py2exe.build_exe.isSystemDLL
def isSystemDLL(pathname):
    if basename(pathname).lower() in ("libogg-0.dll", "sdl_ttf.dll"):
        return 0
    return origIsSystemDLL(pathname)
py2exe.build_exe.isSystemDLL = isSystemDLL

destination = "dist/win/"

setup(windows=[{"script": "esp-hado",
                "icon_resources": [(1, Setup.config["game-icon-path"])]
      options={"py2exe": {"packages": Setup.build_package_list(),
                          "dist_dir": destination}})

def ignore_files(src, names):
    ignored = []
    if src == "aud":
        ignored += ["uncompressed", "mod"]
    if src == "img":
        ignored += ["local"]
    return ignored

for path in ["config", "Basic.ttf", "hi-scores", "README", "changelog"]:
    copy(path, destination)

for path in ["aud", "img"]:
    folder = join(destination, path)
    if not exists(folder):
        copytree(path, folder, ignore=ignore_files)


def create_archive():
    title = Setup.translate_title() + "-" + Setup.config["game-version"] + "-win"
    archive_name = title + ".zip"
    archive = ZipFile(archive_name, "w")
    for root, dirs, names in walk(destination):
        for name in names:
            path = join(root, name)
            archive.write(path, path.replace(destination, title + sep))
    copy(archive_name, "dist")

from pygame import event, joystick as joy, key as keyboard
from pygame.locals import *

from GameChild import *

class Input(GameChild):

    command_event = USEREVENT + 7

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.joystick = Joystick()

    def subscribe_to_events(self):
        self.subscribe_to(KEYDOWN, self.translate_key_press)
        self.subscribe_to(JOYBUTTONDOWN, self.translate_joy_button)
        self.subscribe_to(JOYAXISMOTION, self.translate_axis_motion)

    def suppress(self):
        self.suppressed = True

    def unsuppress(self):
        self.suppressed = False

    def build_key_map(self):
        key_map = {}
        for key, value in self.get_configuration().iteritems():
            group, command = key.split("-", 1)
            if group == "keys":
                key_map[command] = value
        self.key_map = key_map

    def translate_key_press(self, evt):
        if self.is_debug_mode():
            print "You pressed %i, suppressed => %s" % (evt.key, self.suppressed)
        if not self.suppressed:
            key = evt.key
            for command, keys in self.key_map.iteritems():
                if key in keys:

    def post_command(self, name):
        if self.is_debug_mode():
            print "Posting %s command with id %i" % (name, self.command_event), command=name))

    def translate_joy_button(self, evt):
        if not self.suppressed:
            button = evt.button
            config = self.get_configuration()
            code = self.command_event
            if button == config["joy-advance"]:
            if button == config["joy-pause"]:

    def translate_axis_motion(self, evt):
        if not self.suppressed:
            axis = evt.axis
            value = evt.value
            code = self.command_event
            if axis == 1:
                if value < 0:
                elif value > 0:
                if value > 0:
                elif value < 0:

    def is_command_active(self, command):
        if not self.suppressed:
            joystick = self.joystick
            if self.is_key_pressed(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)
            return False

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

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

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
from time import sleep

from pygame.locals import *

from esp_hadouken.pgfw.Configuration import TypeDeclarations
from esp_hadouken.pgfw.Game import Game
from esp_hadouken.Timer import Timer
from esp_hadouken.title.Title import Title
from esp_hadouken.overworld.Overworld import Overworld

class ESPHadouken(Game):

    def __init__(self):
        Game.__init__(self, type_declarations=Types())
        # self.get_audio().mute()
        # self.subscribe(self.inform)

    def inform(self, event):
        print event

    def set_children(self):
        self.timer = Timer(self)
        self.title = Title(self)
        self.overworld = Overworld(self)

    def update(self):

class Types(TypeDeclarations):

    additional_defaults = {

        "keys": {"list": ["up", "right", "down", "left"]},

        "title": {"int": ["prompt-size", "enemy-delay", "enemy-offset",
                          "toy-shift-delay", "turn-delay", "leave-delay",
                          "toy-turn-offset", "sky-arc-step",
                          "sky-arc-thickness", "sky-framerate",

                  "float": "enemy-speed",

                  "list": "mask-vector-colors",

                  "int-list": ["wood-position", "toy-position", "toy-offset",
                               "enemy-enter-framerate", "background-framerate",
                               "sky-color", "sky-arc-color"]},

        "main-menu": {"int": ["frame-count", "framerate", "option-width",

                      "int-list": ["size", "text-color",

                      "list": ["option-text", "select-fx"]},

        "toy": {"int": "framerate"},

        "overworld": {"int": ["toy-position", "wall-position", "dot-position"],

                      "int-list": ["wall-size", "wall-border"]},

        "dot": {"int": "frame-count",

                "int-list": ["framerate-range", "transparent-color"]},

        "engine": {"float": ["attack", "release", "deceleration",
                             "max-velocity", "initial-thrust",
                             "peak-acceleration", "peak-distance",
                             "max-negative-acceleration", "calibrator-step"]},

        "sprite": {"list": ["dark-palette", "light-palette"]}}
September 30, 2015

Edge of Life is a form I made with Babycastles and Mouth Arcade for an event in New York called Internet Yami-ichi, a flea market of internet-ish goods. We set up our table to look like a doctor's office and pharmacy and offered free examinations and medication prescriptions, a system described by one person as "a whole pharmacy and medical industrial complex".

Diagnoses were based on responses to the form and observations by our doctor during a short examination. The examination typically involved bizarre questions, toy torpedoes being thrown at people and a plastic bucket over the patient's head. The form combined ideas from Myers-Briggs Type Indicators, Codex Seraphinianus and chain-mail personality tests that tell you which TV show character you are. In our waiting room, we had Lake of Roaches installed in a stuffed bat (GIRP bat). It was really fun!

The icons for the food pyramid are from Maple Story and the gun icons are from the dingbat font Outgunned. I'm also using Outgunned to generate the items in Food Spring.