from random import random, choice

from pygame import Color, Rect
from pygame.font import Font

from ball_cup.pgfw.Animation import Animation

class Result(Animation):

    def __init__(self, parent):
        Animation.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.background_color = self.parent.color
        self.load_configuration()
        self.set_font()
        self.reset()
        self.register(self.render, self.framerate)

    def load_configuration(self):
        config = self.get_configuration("result")
        self.success_text = config["success-text"]
        self.miss_text = config["miss-text"]
        self.success_colors = self.build_color_list(config["success-colors"])
        self.miss_color = Color(config["miss-color"] + "FF")
        self.font_size = config["font-size"]
        self.margin = config["margin"]
        self.framerate = config["framerate"]
        self.main_color_probability = config["main-color-probability"]
        self.font_path = self.get_resource("result", "font-path")

    def build_color_list(self, colors):
        return [Color(color + "FF") for color in colors]

    def set_font(self):
        self.font = Font(self.font_path, self.font_size)

    def reset(self):
        self.halt(self.render)
        self.deactivate()
        self.rect = Rect(0, 0, 0, 0)

    def deactivate(self):
        self.active = False

    def render(self):
        color = self.color
        if self.text != self.miss_text:
            color = self.get_color()
        surface = self.font.render(self.text, True, color,
                                   self.background_color)
        rect = surface.get_rect()
        relative = self.display_surface.get_rect()
        rect.centerx = relative.centerx
        rect.bottom = relative.bottom - self.margin
        self.surface = surface
        self.rect = rect

    def get_color(self):
        color = self.color
        if random() > self.main_color_probability:
            colors = self.success_colors[:]
            colors.remove(self.color)
            color = choice(colors)
        return color

    def activate(self):
        self.active = True
        self.set_text()
        self.play(self.render)

    def set_text(self):
        proximity = self.parent.proximity
        if proximity is None:
            self.text = self.miss_text
            self.color = self.miss_color
        else:
            text = self.success_text
            count = len(text)
            index = min(count - 1, int(proximity * count))
            self.text = text[index]
            self.color = self.success_colors[index]

    def update(self):
        Animation.update(self)
        if self.active:
            self.draw()

    def clear(self):
        self.parent.clear(self.rect)

    def draw(self):
        self.display_surface.blit(self.surface, self.rect)
from math import sqrt

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

from ball_cup.pgfw.Animation import Animation
from ball_cup.field.Levels import Levels
from ball_cup.field.Cup import Cup
from ball_cup.field.ball.Ball import Ball
from ball_cup.field.Result import Result
from ball_cup.field.scoreboard.Scoreboard import Scoreboard

class Field(Animation):

    def __init__(self, parent):
        Animation.__init__(self, parent)
        self.delegate = self.get_delegate()
        self.display_surface = self.get_screen()
        self.level_index = 0
        self.waiting_for_key_up = False
        self.ended = False
        self.load_configuration()
        self.set_background()
        self.set_children()
        self.set_max_distance()
        self.draw()
        self.subscribe(self.respond)
        self.subscribe(self.skip, KEYDOWN)
        self.register(self.activate_result, self.submit_result,
                      self.show_game_over)

    def load_configuration(self):
        config = self.get_configuration("field")
        self.color = config["color"]
        self.result_delay = config["result-delay"]
        self.submit_delay = config["submit-delay"]
        self.game_over_delay = config["game-over-delay"]

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

    def set_children(self):
        self.levels = Levels(self)
        self.cup = Cup(self)
        self.ball = Ball(self)
        self.result = Result(self)
        self.scoreboard = Scoreboard(self)

    def set_max_distance(self):
        cup_w, cup_h = self.cup.rect.size
        ball_w, ball_h = self.ball.rect.size
        limit = cup_w / 2.0 + ball_w / 2.0 - 1, \
                cup_h / 2.0 + ball_h / 2.0 - 1
        self.max_distance = sqrt(limit[0] ** 2 + limit[1] ** 2)

    def draw(self):
        self.clear(self.display_surface.get_rect())

    def respond(self, event):
        compare = self.delegate.compare
        if compare(event, "reset-game"):
            self.reset()
        if compare(event, "left", cancel=True):
            if self.waiting_for_key_up:
                if self.ended:
                    self.reset()
                else:
                    self.advance_level()

    def reset(self):
        self.advance_level(0)
        self.scoreboard.reset()

    def advance_level(self, index=None):
        if index is None:
            index = self.level_index + 1
        if index >= len(self.levels):
            self.reset()
            return
        self.ended = False
        self.waiting_for_key_up = False
        self.level_index = index
        self.halt(self.activate_result)
        self.halt(self.submit_result)
        self.clear_children()
        self.cup.reset()
        self.ball.reset()
        self.result.reset()
        self.set_max_distance()

    def skip(self, event):
        if self.check_command_line("sk"):
            if event.key == K_UP:
                self.advance_level()
                self.halt()
            elif event.key == K_DOWN:
                self.advance_level(self.level_index - 1)
                self.halt()
            elif event.key == K_RIGHT:
                self.advance_level(self.level_index)
                self.halt()

    def get_current_level(self):
        return self.levels[self.level_index]

    def evaluate(self):
        proximity = None
        cr = self.cup.rect
        br = self.ball.rect
        if br.colliderect(cr):
            target = cr.left + cr.w / 2.0, cr.top + cr.h / 2.0
            position = br.left + br.w / 2.0, br.top + br.h / 2.0
            distance = sqrt((position[0] - target[0]) ** 2 + \
                            (position[1] - target[1]) ** 2)
            proximity = 1 - (distance / self.max_distance)
            self.play(self.submit_result, delay=self.submit_delay,
                      play_once=True)
        else:
            self.play(self.show_game_over, delay=self.game_over_delay,
                      play_once=True)
        self.proximity = proximity
        self.play(self.activate_result, delay=self.result_delay, play_once=True)

    def activate_result(self):
        self.result.activate()
        if self.proximity is None:
            self.scoreboard.reset()

    def submit_result(self):
        self.scoreboard.refresh()
        self.waiting_for_key_up = True

    def show_game_over(self):
        self.ended = True
        self.waiting_for_key_up = True

    def update(self):
        self.clear_children()
        Animation.update(self)
        self.cup.update()
        self.ball.update()
        self.result.update()
        self.scoreboard.update()

    def clear_children(self):
        self.cup.clear()
        self.ball.clear()
        self.result.clear()
        self.scoreboard.clear()

    def clear(self, rect):
        self.display_surface.blit(self.background, rect, rect)
18.219.115.42
18.219.115.42
18.219.115.42
 
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.