from esp_hadouken.pgfw.GameChild import GameChild
from esp_hadouken.title.background.Sky import Sky
from esp_hadouken.title.background.Mask import Mask

class Background(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.sky = Sky(self)
        self.mask = Mask(self)

    def update(self):
        self.sky.update()
        self.mask.update()
from pygame import Surface, Color, PixelArray
from pygame.image import load

from esp_hadouken.pgfw.GameChild import GameChild

class Mask(Surface, GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_screen()
        self.transparent_color = 0xFF00FF
        self.load_configuration()
        self.init_surface()
        self.modify()

    def init_surface(self):
        Surface.__init__(self, self.display_surface.get_size())
        self.set_colorkey(self.transparent_color)
        self.blit(load(self.vector_path).convert(), (0, 0))

    def load_configuration(self):
        get = self.get_resource
        config = self.get_configuration("title")
        self.vector_path = get("title", "mask-vector-path")
        self.vector_color = Color(config["mask-vector-colors"][2])
        self.foreground_path = get("title", "mask-foreground-path")

    def modify(self):
        pixels = PixelArray(self)
        white = 0xFFFFFF
        pixels.replace(white, self.vector_color)
        reference = PixelArray(load(self.foreground_path).convert())
        for ii, column in enumerate(reference):
            for jj, pixel in enumerate(column):
                if pixel == 0xFFFFFF:
                    pixels[ii][jj] = self.transparent_color

    def update(self):
        self.draw()

    def draw(self):
        self.display_surface.blit(self, (0, 0))
from random import choice

from pygame import Color, PixelArray

from esp_hadouken.pgfw.GameChild import GameChild

class Blinker(GameChild):

    def __init__(self, parent, initial_freq, max_freq):
        GameChild.__init__(self, parent)
        self.frequency = initial_freq
        self.max_freq = max_freq
        self.iterations = 0
        self.set_palettes()

    def set_palettes(self):
        config = self.get_configuration("sprite")
        self.inner_palette = map(
            self.translate_hex_color, config["inner-palette"])
        self.outer_palette = map(
            self.translate_hex_color, config["outer-palette"])
        self.palette = (Color("black"), Color("white"))

    def translate_hex_color(self, color):
        return Color(color + "ff")

    def build_palette(self):
        return (choice(self.inner_palette), choice(self.outer_palette))

    def paint(self):
        image = self.parent.image
        pixels = PixelArray(image)
        old_palette = self.palette
        new_palette = self.build_palette()
        pixels.replace(old_palette[0], new_palette[0])
        pixels.replace(old_palette[1], new_palette[1])
        self.palette = new_palette
        image.unlock()

    def blink(self):
        iterations = self.iterations + 1
        if 1.0 / iterations <= self.frequency:
            self.paint()
            iterations = 0
        self.iterations = iterations
from math import floor
import copy

import pygame

from esp_hadouken.sprite.Blinker import Blinker
from esp_hadouken.pgfw.GameChild import GameChild

class Sprite(GameChild):

    def __init__(self, parent, image_path, display_surface, bounds=(None, None),
                 wrap=(False, False), initial_blink_freq=0, max_blink_freq=1):
        GameChild.__init__(self, parent)
        self.image_path = image_path
        self.display_surface = display_surface
        self.bounds = bounds
        self.wrap = wrap
        self.restricted_areas = []
        self.blinker = Blinker(self, initial_blink_freq, max_blink_freq)
        self.add_image()
        self.hide()

    def add_image(self):
        image = pygame.image.load(self.image_path).convert_alpha()
        self.rect = image.get_rect()
        self.old_rect = self.rect
        self.image = image

    def paint(self):
        self.blinker.paint()

    def move(self, x=0, y=0):
        self.old_rect = copy.copy(self.rect)
        if isinstance(x, tuple) or isinstance(x, list):
            x, y = x[0], x[1]
        if x < 0:
            x = floor(x)
        if y < 0:
            y = floor(y)
        rect = self.rect
        self.place(rect.left + x, rect.top + y)
        self.rect = self.accommodate_wrapping(rect)

    def place(self, x=None, y=None):
        rect = self.rect
        if type(x) is tuple or type(x) is list:
            x, y = x[0], x[1]
        if x is None:
            x = rect.left
        if y is None:
            y = rect.top
        self.rect.topleft = x, y

    def accommodate_wrapping(self, rect):
        horizontal, vertical = self.wrap
        scope = self.display_surface.get_rect()
        if vertical:
            if rect.top < -rect.h:
                rect.top += scope.h
            elif rect.top > scope.h:
                rect.top -= scope.h
        if horizontal:
            if rect.left < 0:
                rect.left += scope.w - rect.w - 1
            elif rect.right > scope.w:
                rect.right -= scope.w - rect.w - 1
        return rect

    def add_restricted_areas(self, rects):
        if type(rects) is not list:
            rects = [rects]
        self.restricted_areas += rects

    def flip(self):
        self.image = pygame.transform.flip(self.image, True, False)

    def resize(self, size):
        self.image = pygame.transform.scale(self.image, size)

    def show(self):
        self.visible = True

    def hide(self):
        self.visible = False

    def set_blink_frequency(self, frequency):
        self.blinker.frequency = frequency

    def update(self):
        if self.visible:
            self.blinker.blink()
            self.draw()

    def draw(self):
        self.display_surface.blit(self.image, self.rect)

    def erase(self):
        self.parent.clear(self.old_rect)
216.73.216.157
216.73.216.157
216.73.216.157
 
July 19, 2017


f1. BOSS

Games are corrupt dissolutions of nature modeled on prison, ordering a census from the shadows of a vile casino, splintered into shattered glass, pushing symbols, rusted, stale, charred, ultraviolet harbingers of consumption and violence, badges without merit that host a disease of destruction and decay.

You are trapped. You are so trapped your only recourse of action is to imagine an escape route and deny your existence so fully that your dream world becomes the only reality you know. You are fleeing deeper and deeper into a chasm of self-delusion.

While you're dragging your listless, distending corpus from one cell to another, amassing rewards, upgrades, bonuses, achievements, prizes, add-ons and status boosts in rapid succession, stop to think about what's inside the boxes because each one contains a vacuous, soul-sucking nightmare.

Playing can be an awful experience that spirals one into a void of harm and chaos, one so bad it creates a cycle between the greater and lesser systems, each breaking the other's rules. One may succeed by acting in a way that ruins the world.