from pygame import image

from esp_hadouken.GameChild import *

class Exit(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.load_image()
        self.set_rect()

    def load_image(self):
        img = image.load(self.get_resource("level-exit-path")).convert()
        img.set_alpha(self.get_configuration()["level-exit-alpha"])
        self.img = img

    def set_rect(self):
        rect = self.img.get_rect()
        width, height = self.parent.get_size()
        rect.bottomright = width - 10, height - 8
        self.rect = rect

    def draw(self):
        self.parent.blit(self.img, self.rect)
from pygame import Surface, Color, Rect

from esp_hadouken.GameChild import GameChild

class Void(Surface, GameChild):

    transparent_color = Color("magenta")
    opaque_color = Color("black")

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        Surface.__init__(self, parent.get_size())
        self.set_colorkey(self.transparent_color)
        self.set_background()

    def set_background(self):
        bg = Surface(self.parent.get_clip().size)
        bg.fill(self.transparent_color)
        self.background = bg.convert()

    def update(self):
        self.set_clip()
        self.clear()
        self.update_area()
        self.draw()

    def set_clip(self):
        Surface.set_clip(self, self.parent.get_clip())

    def clear(self):
        self.blit(self.background, self.get_clip())

    def update_area(self):
        pass

    def draw(self):
        clip = self.get_clip()
        self.parent.blit(self, clip, clip)
from pygame.locals import *

from esp_hadouken.GameChild import *
from esp_hadouken.Input import *
from octo.Octo import *
from diortem.Diortem import *
from circulor.Circulor import *
from horse.Horse import *
from tooth.Tooth import *

class LevelFactory(GameChild):

    level = None

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.subscribe_to_events()

    def subscribe_to_events(self):
        self.subscribe_to(USEREVENT, self.load_level)
        self.subscribe_to(Input.command_event, self.clear_level)

    def load_level(self, evt):
        if evt.name == "bandit-encountered":
            bandit = evt.bandit
            self.level = globals()[bandit.name.capitalize()](self)

    def clear_level(self, evt=None):
        if not evt or evt.command == "reset":
            if self.level:
                self.level.end()
            self.level = None

    def update(self):
        if self.level:
            self.level.update()
from os.path import join

from esp_hadouken.sprite.Sprite import *
from esp_hadouken.GameChild import *

class Bandit(Sprite):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.init_sprite()
        self.place()
        self.show()

    def init_sprite(self):
        name = self.parent.get_name()
        config = self.get_configuration()
        directory = self.get_resource("level-bandit-sprite-path")
        path = join(directory, name + config["image-extension"])
        Sprite.__init__(self, self.parent, path, self.parent)

    def place(self):
        name = self.parent.get_name()
        pos = self.get_configuration()[name + "-level-bandit-position"]
        self.rect.center = pos
from pygame import Surface, Color

from esp_hadouken.GameChild import *
from esp_hadouken.Font import *

class Distance(GameChild, Surface):

    transparent_color = Color("magenta")

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.init_surface()
        self.set_font()
        self.rect = self.get_rect()

    def init_surface(self):
        Surface.__init__(self, self.get_configuration()["distance-dimensions"])
        self.set_colorkey(self.transparent_color)

    def set_font(self):
        self.font = Font(self, self.get_configuration()["distance-text-size"])

    def place(self):
        self.rect.bottomleft = self.parent.get_clip().bottomleft

    def update(self):
        self.clear()
        self.place()
        self.render_distance()
        self.draw()

    def clear(self):
        self.fill(Color(self.get_configuration()["distance-background-color"]))

    def render_distance(self):
        config = self.get_configuration()
        distance = self.parent.get_distance_to_target()
        text = "%i%s" % (int(distance * config["distance-modifier"]),
                         config["distance-suffix"])
        color = Color(config["distance-text-color"])
        rend = self.font.render(text, True, color)
        rect = rend.get_rect()
        rect.center = self.get_rect().center
        self.blit(rend, rect)

    def draw(self):
        self.parent.blit(self, self.rect)
from esp_hadouken.levels.Level import *
from void.Void import *

class Diortem(Level):

    def __init__(self, parent):
        Level.__init__(self, parent)

    def set_void(self):
        self.void = Void(self)
18.119.125.240
18.119.125.240
18.119.125.240
 
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.