from collections import deque
from math import ceil

from pygame import Surface
from pygame.draw import polygon
from pygame.locals import *

from _send.pgfw.Sprite import Sprite

class Arrow(Sprite):

    LEFT, RIGHT = (-1, 1)

    def __init__(self, parent, size, hue, saturation, overlap, count,
                 orientation):
        Sprite.__init__(self, parent)
        self.load_configuration()
        self.size = size
        self.hue = hue
        self.saturation = saturation
        self.overlap = overlap
        self.count = count
        self.orientation = orientation
        self.set_mask()
        self.set_hues()
        self.set_frames()

    def load_configuration(self):
        config = self.get_configuration("arrow")
        self.frame_count = config["frame-count"]

    def set_mask(self):
        surface = Surface(self.get_size())
        surface.set_colorkey((0, 0, 0))
        rect = surface.get_rect()
        width = self.size[0]
        x = 0
        for ii in xrange(self.count):
            if self.orientation == self.LEFT:
                points = (x, rect.centery), (x + width, 0),\
                         (x + width, rect.bottom)
            else:
                points = (x, 0), (x + width, rect.centery), (x, rect.bottom)
            polygon(surface, (255, 255, 255), points)
            x += width - self.overlap
        self.mask = surface

    def get_size(self):
        count = self.count
        return self.size[0] * count - self.overlap * (count - 1), self.size[1]

    def set_hues(self):
        start, end = self.hue
        step = float(end - start) / (self.frame_count - 1)
        hues = deque([start])
        while start < end:
            start += step
            hues.append(start)
        hues.append(end)
        self.hues = hues

    def set_frames(self):
        for _ in xrange(self.frame_count):
            self.append_frame()

    def append_frame(self):
        width, height = self.get_size()
        gradient = Surface((width, height))
        gradient.set_colorkey((0, 0, 0))
        hues = self.hues
        step = float(width) / self.count / len(hues)
        x = 0
        color = Color(0, 0, 0)
        while x < width:
            for hue in hues:
                color.hsla = hue, self.saturation, 50, 100
                gradient.fill(color, (int(x), 0, ceil(step), height))
                x += step
        hues.rotate(self.orientation)
        mask = self.mask.convert()
        gradient.blit(mask, (0, 0), None, BLEND_RGBA_MIN)
        self.add_frame(gradient)
from pygame.key import get_mods
from pygame.locals import *

from _send.pgfw.GameChild import GameChild

class Editor(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.fields = self.get_game().fields
        self.subscribe(self.respond_to_key, KEYDOWN)

    def respond_to_key(self, event):
        key = event.key
        fields = self.fields
        field = fields.get_current_field()
        mods = get_mods()
        step = self.get_step(mods)
        if key == K_h:
            self.adjust_color(field, (step, 0, 0), mods)
        elif key == K_s:
            self.adjust_color(field, (0, step, 0), mods)
        elif key == K_l:
            self.adjust_color(field, (0, 0, step), mods)
        elif key == K_BACKQUOTE:
            pass
        elif key == K_EQUALS:
            fields.write()
        elif key == K_b:
            pass
        elif key == K_c:
            pass
        elif key == K_t:
            pass
        elif key == K_RIGHTBRACKET:
            fields.load()
        elif key == K_LEFTBRACKET:
            fields.load(previous=True)
        elif key == K_w:
            fields.write()

    def get_step(self, mods):
        sign = -1 if self.alt_pressed(mods) else 1
        return 1 * sign if self.ctrl_pressed(mods) else 10 * sign

    def alt_pressed(self, mods):
        return mods & KMOD_ALT

    def ctrl_pressed(self, mods):
        return mods & KMOD_CTRL

    def adjust_color(self, field, channels, mods):
        if self.shift_pressed(mods):
            field.adjust_color(field.foreground_id, *channels)
        else:
            field.adjust_color(field.background_id, *channels)

    def shift_pressed(self, mods):
        return mods & KMOD_SHIFT
from pygame import Surface, Color
from pygame.font import Font
from pygame.locals import *

from _send.pgfw.Animation import Animation
from _send.pgfw.Sprite import Sprite
from _send.field.ball.Ball import Ball
from _send.field.Cup import Cup

class Field(Animation):

    background_id, foreground_id = 0, 1

    def __init__(self, parent, name, ball_scale, cup_scale, speed,
                 tartan_scale, background_color, foreground_color):
        Animation.__init__(self, parent)
        self.name = name
        self.ball_scale = ball_scale
        self.cup_scale = cup_scale
        self.speed = speed
        self.tartan_scale = tartan_scale
        self.colors = background_color, foreground_color
        self.title = Title(self)
        self.register(self.deactivate_title)

    def load(self, suppress_title=False):
        self.halt()
        if not suppress_title:
            self.title.unhide()
            self.play(self.deactivate_title, delay=5000)
        self.display_surface = self.get_display_surface()
        self.set_background()
        self.set_ball()
        self.set_cup()

    def deactivate_title(self):
        self.title.hide()

    def set_background(self):
        self.background = Surface(self.display_surface.get_size())
        self.paint_background()

    def paint_background(self):
        self.background.fill(self.get_background_color())

    def get_background_color(self):
        return self.colors[self.background_id]

    def set_ball(self):
        self.ball = Ball(self)

    def set_cup(self):
        self.cup = Cup(self)

    def __str__(self):
        br, bg, bb, ba = self.get_background_color()
        fr, fg, fb, fa = self.get_foreground_color()
        return "%s | %.3f %.3f %.3f %.3f | %i, %i, %i | %i, %i, %i" % \
               (self.name, self.ball_scale, self.cup_scale, self.speed,
                self.tartan_scale, br, bg, bb, fr, fg, fb)

    def get_foreground_color(self):
        return self.colors[self.foreground_id]

    def adjust_color(self, index, dh, ds, dl):
        colors = self.colors
        hue, saturation, lightness, alpha = colors[index].hsla
        hue, saturation, lightness = hue + dh, saturation + ds, lightness + dl
        constrain = self.constrain_channel
        hue = constrain(hue, 360)
        saturation = constrain(saturation, 100)
        lightness = constrain(lightness, 100)
        colors[index].hsla = hue, saturation, lightness, alpha
        self.paint_background()
        self.ball.set_color()
        self.cup.set_color()

    def constrain_channel(self, channel, limit):
        if channel < 0:
            channel = 0
        elif channel > limit:
            channel = limit
        return channel

    def unload(self):
        del self.display_surface
        del self.ball
        del self.cup
        del self.background

    def update(self):
        Animation.update(self)
        self.clear()
        self.title.update()
        self.cup.update()
        self.ball.update()

    def clear(self, rect=None):
        if rect is None:
            rect = self.background.get_rect()
        self.display_surface.blit(self.background, rect)


class Title(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        color = Color(0, 0, 0)
        font = Font(self.get_resource("display", "font-path"), 14)
        font.set_bold(True)
        font.set_italic(True)
        name = parent.name.upper()
        shadow = font.render(name, True, parent.get_background_color())
        mask = font.render(name, True, parent.get_foreground_color())
        base = Surface((shadow.get_width() + 5, shadow.get_height() + 1),
                       SRCALPHA)
        for ii, lightness in enumerate(xrange(0, 100, 5)):
            color.hsla = 60, 100, lightness, 100
            frame = base.copy()
            for x in xrange(0, frame.get_width(), 2):
                frame.set_at((x, frame.get_height() - 1),
                             self.get_dot_color(x, ii))
            for y in xrange(0, frame.get_height(), 2):
                frame.set_at((frame.get_width() - 1, y),
                             self.get_dot_color(y, ii))
            frame.blit(shadow, (0, 0))
            frame.blit(mask, (2, 0))
            text = font.render(name, True, color)
            frame.blit(text, (4, 0))
            self.add_frame(frame)
        self.location.topleft = parent.parent.sidelines[0].bottomleft

    def get_dot_color(self, a, b):
        return Color(*((0, 0, 0), (255, 255, 255))[((a / 2) % 2 + (b % 2)) % 2])
3.236.121.117
3.236.121.117
3.236.121.117
 
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.