from pygame import Rect

from _send.pgfw.GameChild import GameChild
from _send.field.sideline.background.Background import Background

class Sideline(GameChild, Rect):

    def __init__(self, parent, is_lower=False):
        GameChild.__init__(self, parent)
        self.is_lower = is_lower
        self.proportion = self.get_configuration("sideline", "proportion")
        self.init_rect()
        self.background = Background(self)

    def init_rect(self):
        display_surface = self.get_display_surface()
        width = display_surface.get_width()
        height = display_surface.get_height() * self.proportion
        Rect.__init__(self, (0, 0, width, height))
        if self.is_lower:
            self.bottom = display_surface.get_rect().bottom

    def refresh(self):
        self.background.refresh()

    def update(self):
        self.background.update()
from pygame import Surface

from _send.pgfw.GameChild import GameChild

class Filter(GameChild, Surface):

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

    def paint(self):
        pass
from pygame.transform import flip
from pygame import Surface

from _send.pgfw.Sprite import Sprite

class Cloth(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.scroll_speed = self.get_configuration("cloth", "scroll-speed")

    def refresh(self):
        self.set_references()
        self.set_frames()

    def set_references(self):
        self.fields = self.parent.parent.parent
        self.tartans = self.get_game().tartans

    def set_frames(self):
        name = self.fields.get_current_field().name
        self.clear_frames()
        self.remove_locations()
        sideline = self.parent.parent
        tile = self.tartans[name]
        if tile.get_width() == 0:
            tile.generate(store=True)
        if sideline.is_lower:
            tile = flip(tile, False, True)
        frame_h = tile.get_height()
        while frame_h < sideline.h:
            frame_h += tile.get_height()
        frame = Surface((sideline.w, frame_h))
        for x in xrange(0, frame.get_width(), tile.get_width()):
            for y in xrange(0, frame.get_height(), tile.get_height()):
                frame.blit(tile, (x, y))
        self.add_frame(frame)
        if sideline.is_lower:
            self.location.bottomleft = sideline.bottomleft
            self.add_location(offset=(0, self.location.h))
        else:
            self.location.topleft = sideline.topleft
            self.add_location(offset=(0, -self.location.h))

    def update(self):
        sideline = self.parent.parent
        is_lower = sideline.is_lower
        self.move(dy=(self.scroll_speed, -self.scroll_speed)[is_lower])
        if is_lower and self.location.bottom < sideline.top:
            self.move(dy=self.location.h)
        elif not is_lower and self.location.top > sideline.bottom:
            self.move(dy=-self.location.h)
        ds = self.display_surface
        ds.set_clip(sideline)
        Sprite.update(self)
        ds.set_clip(None)
from _send.pgfw.GameChild import GameChild
from _send.field.sideline.background.Filter import Filter
from _send.field.sideline.background.Cloth import Cloth

class Background(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.filter = Filter(self)
        self.cloth = Cloth(self)

    def refresh(self):
        self.cloth.refresh()

    def update(self):
        self.cloth.update()
from random import random

from pygame.mixer import Sound

from _send.pgfw.GameChild import GameChild

class Static(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.load_configuration()

    def load_configuration(self):
        self.frequency = self.get_configuration("static", "frequency")
        self.sound = Sound(self.get_resource("static", "path"))
        self.sound.set_volume(self.get_configuration("static", "volume"))

    def update(self):
        if random() < self.frequency:
            self.play()

    def play(self):
        channel = self.sound.play()
        if channel:
            self.parent.set_random_panning(channel)
from random import random, choice

from pygame import Surface, Color
from pygame.font import Font
from pygame.mixer import Sound

from _send.pgfw.GameChild import GameChild
from _send.title.Static import Static
from _send.title.Track import Track
from _send.tartan.Tartan import Tartan, Stripe
from _send.Arrow import Arrow

class Title(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.compare = self.get_delegate().compare
        self.fields = self.get_game().fields
        self.load_tracks()
        self.static = Static(self)
        self.set_backgrounds()
        self.set_current_background()
        self.deactivate()
        self.subscribe(self.respond)
        self.arrow = Arrow(self, (150, 39), (120, 280), 100, 12, 4, Arrow.RIGHT)
        self.arrow.location.center = self.display_surface.get_rect().center

    def load_tracks(self):
        get_resource = self.get_resource
        config = self.get_configuration("title")
        self.lead_track = Track(self, get_resource("title", "lead-audio"),
                                config["lead-volume"])
        self.beat_track = Track(self, get_resource("title", "beat-audio"),
                                config["beat-volume"])
        self.audio = Sound(get_resource("title", "audio"))

    def set_backgrounds(self):
        backgrounds = self.backgrounds = []
        for palette in self.get_configuration("title", "palette").split("/"):
            tartan = Tartan(self)
            tartan.sett = []
            tartan.palette = {}
            tartan.thread_size = 4
            tartan.sett_width = 0
            tartan.asymmetric = False
            for ii, entry in enumerate(palette.split(",")):
                color, ratio = entry.split()
                width = int(round(float(ratio) * 2))
                tartan.sett_width += width
                tartan.sett.append(Stripe(ii, width))
                tartan.palette[ii] = Color("#%sFF" % color)
            tartan.generate(1, True)
            ox, oy = self.get_configuration("title", "background-offset")
            backgrounds.append(Surface(self.display_surface.get_size()))
            for x in xrange(ox, backgrounds[-1].get_width(),
                            tartan.get_width()):
                for y in xrange(oy, backgrounds[-1].get_height(),
                                tartan.get_height()):
                    backgrounds[-1].blit(tartan, (x, y))

    def set_current_background(self):
        self.current_background = choice(self.backgrounds)

    def deactivate(self):
        self.audio.stop()
        self.active = False

    def respond(self, event):
        compare = self.compare
        if self.active and compare(event, "advance"):
            self.deactivate()
            self.fields.load()
        elif compare(event, "reset-game"):
            self.deactivate()
            self.set_current_background()
            self.activate()

    def activate(self):
        # self.lead_track.play()
        # self.beat_track.play()
        self.active = True
        self.audio.play(-1)

    def update(self):
        if self.active:
            self.lead_track.update()
            self.beat_track.update()
            # self.static.update()
            if random() < .35:
                self.set_current_background()
            self.display_surface.blit(self.current_background, (0, 0))
            self.arrow.update()

    def set_random_panning(self, channel):
        offset = (random() - .5) * 2
        if offset < 0:
            volume = 1, 1 + offset
        else:
            volume = 1 - offset, 1
        channel.set_volume(*volume)
216.73.216.159
216.73.216.159
216.73.216.159
 
June 23, 2019

is pikachu dead

yes and how about that for a brain tickler that what you're seeing all along was a ghost. we used a digital stream of bits that in the future we call blood to recreate everything as a malleable substance that is projected through computers over a massive interstellar network that runs faster than the speed of light in order to simultaneously exist at every moment in time exactly the same way effectively creating a new dimension through which you can experience the timeless joy of video games. you can press a button and watch the impact of your actions instantaneously resonate eternally across an infinite landscape as you the master of a constantly regenerating universe supplant your reality with your imagination giving profoundly new meaning to the phrase what goes around comes around as what comes around is the manifestation of the thoughts you had before you were aware of them. thoughts before they were thought and actions before they were done! it's so revolutionary we saved it for 10,000 years from now but it's all recycled here in the past with you at the helm and the future at the tips of your fingers