from os import listdir
from os.path import join

from pygame.mixer import Channel, Sound, music, find_channel

from GameChild import *
from Input import *

class Audio(GameChild):

    current_channel = None
    paused = False
    muted = False

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.delegate = self.get_delegate()
        self.load_fx()
        self.subscribe(self.respond)

    def load_fx(self):
        fx = {}
        if self.get_configuration().has_option("audio", "sfx-path"):
            root = self.get_resource("audio", "sfx-path")
            if root:
                for name in listdir(root):
                    fx[name.split(".")[0]] = Sound(join(root, name))
        self.fx = fx

    def respond(self, event):
        if self.delegate.compare(event, "mute"):
            self.mute()

    def mute(self):
        self.muted = True
        self.set_volume()

    def unmute(self):
        self.muted = False
        self.set_volume()

    def set_volume(self):
        volume = int(not self.muted)
        music.set_volume(volume)
        if self.current_channel:
            self.current_channel.set_volume(volume)

    def play_bgm(self, path, stream=False):
        self.stop_current_channel()
        if stream:
            music.load(path)
            music.play(-1)
        else:
            self.current_channel = Sound(path).play(-1)
        self.set_volume()

    def stop_current_channel(self):
        music.stop()
        if self.current_channel:
            self.current_channel.stop()
        self.current_channel = None
        self.paused = False

    def play_fx(self, name, panning=.5):
        if not self.muted:
            channel = find_channel(True)
            if panning != .5:
                offset = 1 - abs(panning - .5) * 2
                if panning < .5:
                    channel.set_volume(1, offset)
                else:
                    channel.set_volume(offset, 1)
            channel.play(self.fx[name])

    def pause(self):
        channel = self.current_channel
        paused = self.paused
        if paused:
            music.unpause()
            if channel:
                channel.unpause()
        else:
            music.pause()
            if channel:
                channel.pause()
        self.paused = not paused

    def is_bgm_playing(self):
        current = self.current_channel
        if current and current.get_sound():
            return True
        return music.get_busy()
from ld25.pgfw.Setup import Setup

if __name__ == "__main__":
    Setup().setup()
from pgfw.SetupWin import SetupWin

if __name__ == "__main__":
    SetupWin().setup()
from antidefense.pgfw.Configuration import TypeDeclarations

class Types(TypeDeclarations):

    additional_defaults = {
        
        "map": {

            "int": "magnitude"},

        "stamps": {

            "int": ["tile-size", "count", "resolution", "max-magnification",
                    "section-resolution"],
            
            "list": ["palette-0", "palette-1", "palette-2", "palette-3",
                     "palette-4", "palette-5", "palette-6", "palette-7",
                     "palette-8",],
            
            "float-list": "projection-vector"},

        "scale": {

            "int-list": ["bar-dimensions", "offset"],
            
            "list": ["prefixes", "colors"],
            
            "int": ["resolution", "segments", "font-size", "font-padding",
                    "bar-alpha", "stroke-size"]}

            };
from time import sleep

import pygame

from antidefense.pgfw.Game import Game
from antidefense.Types import Types
from antidefense.map.Map import Map

class Antidefense(Game):

    def __init__(self):
        Game.__init__(self, type_declarations=Types())
        self.map.activate()

    def set_children(self):
        Game.set_children(self)
        self.map = Map(self)

    def update(self):
        self.map.update()
        self.get_screen().fill((0, 0, 255), (153, 222, 60, 45))
from time import time
from random import choice

from pygame import Surface, Color

from antidefense.pgfw.GameChild import GameChild

class Layer(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.init_surface()
        self.randomize()

    def init_surface(self):
        Surface.__init__(self, self.parent.get_size())

    def randomize(self):
        w, h = self.get_size()
        parent = self.parent
        stamps = parent.stamps.get_stamps(parent.get_zoom_level())
        step = stamps[0].get_width()
        start = time()
        for y in range(0, h, step):
            for x in range(0, w, step):
                self.blit(choice(stamps), (x, y))
        print time() - start
from math import sqrt
from random import choice, randint

from pygame import Color, Surface

from antidefense.pgfw.GameChild import GameChild

class Stamps(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.config = self.get_configuration("stamps")

    def reset(self):
        list.__init__(self, [])
        self.load_palette()
        self.populate()

    def load_palette(self):
        config = self.config
        resolution = config["section-resolution"]
        parent = self.parent
        w, h = parent.dimensions
        x, y = parent.target
        index = int(float(x) / w * resolution) + resolution * \
                int(float(y) / h * resolution)
        self.palette = map(Color, config["palette-" + str(index)])

    def populate(self):
        config = self.config
        resolution = config["resolution"]
        max_magnification = config["max-magnification"]
        magnification_step = float(max_magnification) / resolution
        magnification = 1
        for ii in range(resolution):
            self.append([])
            while len(self[ii]) < config["count"]:
                saturation = float(ii) / resolution
                self[ii].append(self.build_stamp(saturation,
                                                 int(magnification)))
            magnification += magnification_step

    def build_stamp(self, saturation, magnification):
        size = self.config["tile-size"] * magnification
        stamp = Surface((size, size))
        self.randomize_stamp(stamp, saturation, magnification)
        return stamp

    def randomize_stamp(self, stamp, saturation, magnification):
        w, h = stamp.get_size()
        for y in range(0, h, magnification):
            for x in range(0, w, magnification):
                stamp.fill(self.get_random_color(saturation),
                          (x, y, magnification, magnification))
            
    def get_random_color(self, saturation):
        color = choice(self.palette)
        pr, pg, pb = self.config["projection-vector"]
        r, g, b = color[0], color[1], color[2]
        p = sqrt(r ** 2 * pr + g ** 2 * pg + b ** 2 * pb)
        r = int(p + (r - p) * saturation)
        g = int(p + (g - p) * saturation)
        b = int(p + (b - p) * saturation)
        return self.convert_rgb(r, g, b)

    def convert_rgb(self, r, g, b):
        rgb = [hex(x)[2:].zfill(2) for x in (r, g, b)]
        return Color("#" + "".join(rgb))

    def get_stamps(self, zoom_level):
        return self[int((len(self) - 1) * zoom_level)]
216.73.216.124
216.73.216.124
216.73.216.124
 
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.