from pygame.image import load

from dark_stew.pgfw.Sprite import Sprite

class Clouds(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.dx = -self.get_configuration("clouds", "speed")
        self.load_from_path(self.get_resource("clouds", "path"), True)

    def update(self):
        self.move(self.dx)
        Sprite.update(self)

    def draw(self):
        rect = self.rect
        offset = rect.left + rect.w
        self.display_surface.blit(self.get_current_frame(), rect)
        Sprite.draw(self)
from dark_stew.pgfw.Game import Game
from dark_stew.pgfw.Configuration import TypeDeclarations
from dark_stew.World import World
from dark_stew.monster.Monsters import Monsters

class DarkStew(Game):

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

    def set_children(self):
        Game.set_children(self)
        self.world = World(self)
        self.monsters = Monsters(self)

    def update(self):
        self.world.update()
        self.monsters.update()


class Types(TypeDeclarations):

    additional_defaults = {

        "joy": {"int": ["run", "action"]},

        "world": {"int-list": "dimensions",

                  "int": ["walk-step", "run-step"],

                  "path": "audio-path"},

        "floor": {"path": ["tile-path", "film-path"],

                  "int": "film-opacity"},

        "water": {"float-list": "speed",

                  "path": "tile-path",

                  "int-list": ["color", "opacity"]},

        "pool": {"int": ["framerate", "padding"],

                 "path": ["water-path", "ring-path", "led-path"]},

        "stool": {"path": "path",

                  "float-list": ["angles", "offsets"]},

        "led": {"path": "path",

                "float": ["angle", "offset"]},

        "aphids": {"path": ["path", "animation-path", "moving-path",
                            "standing-path", "sitting-path", "back-path",
                            "front-path", "side-path", "rod-path", "line-path"],

                   "int": ["rest-framerate", "walk-framerate", "run-framerate"],

                   "int-list": "collision-rect",

                   "float": ["initial-chance", "chance-increase"]},

        "monsters": {"path": "path",

                     "int": ["shadow-offset", "shadow-alpha"]},

        }
from pygame import Surface
from pygame.image import load
from pygame.draw import circle
from pygame.locals import *

from dark_stew.pgfw.GameChild import GameChild

class Floor(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.input = self.get_input()
        self.load_configuration()
        self.init_surface()
        self.paint()
        self.add_film()

    def load_configuration(self):
        config = self.get_configuration("floor")
        self.tile_path = self.get_resource("floor", "tile-path")
        self.film_path = self.get_resource("floor", "film-path")
        self.film_opacity = config["film-opacity"]

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

    def paint(self):
        tile = load(self.tile_path)
        self.fill_tile(tile)

    def fill_tile(self, tile, blend=0):
        for x in xrange(0, self.get_width(), tile.get_width()):
            for y in xrange(0, self.get_height(), tile.get_height()):
                self.blit(tile, (x, y), None, blend)

    def add_film(self):
        tile = load(self.film_path).convert_alpha()
        tile.set_alpha(self.film_opacity)
        self.fill_tile(tile, BLEND_ADD)

    def add_holes(self):
        for pool in self.parent.pools:
            self.fill(self.transparent_color, pool)

    def draw(self):
        surface = self.display_surface
        for corner in self.parent.get_corners():
            surface.blit(self, corner)
from pygame import Surface
from pygame.image import load

from dark_stew.pgfw.GameChild import GameChild

class Monster(GameChild):

    def __init__(self, parent, path):
        GameChild.__init__(self, parent)
        self.path = path
        self.display_surface = self.get_display_surface()
        self.set_image()
        self.set_shadow()

    def set_image(self):
        image = load(self.path).convert()
        rect = image.get_rect()
        rect.center = self.display_surface.get_rect().center
        offset = self.parent.shadow_offset / 2
        rect.move_ip(-offset, -offset)
        self.image = image
        self.image_rect = rect

    def set_shadow(self):
        shadow = Surface(self.image.get_size())
        parent = self.parent
        shadow.fill(parent.shadow_color)
        rect = shadow.get_rect()
        rect.center = self.display_surface.get_rect().center
        offset = parent.shadow_offset / 2
        rect.move_ip(offset, offset)
        shadow.set_alpha(parent.shadow_alpha)
        self.shadow = shadow
        self.shadow_rect = rect

    def draw(self):
        surface = self.display_surface
        surface.blit(self.shadow, self.shadow_rect)
        surface.blit(self.image, self.image_rect)
from os import listdir
from os.path import join
from random import choice

from pygame import Color

from dark_stew.pgfw.GameChild import GameChild
from dark_stew.monster.Monster import Monster

class Monsters(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.current = None
        self.delegate = self.get_delegate()
        self.load_configuration()
        self.add_monsters()

    def load_configuration(self):
        config = self.get_configuration("monsters")
        self.shadow_color = Color(config["shadow-color"])
        self.shadow_offset = config["shadow-offset"]
        self.shadow_alpha = config["shadow-alpha"]
        self.path = self.get_resource("monsters", "path")

    def add_monsters(self):
        root = self.path
        for path in [join(root, name) for name in sorted(listdir(root))]:
            self.append(Monster(self, path))

    def open_random(self):
        self.current = choice(self)

    def close(self):
        self.current = None

    def update(self):
        if self.current:
            self.current.draw()
216.73.216.42
216.73.216.42
216.73.216.42
 
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.