from os import write
from time import time

from esp_hadouken.GameChild import *

class HighScores(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        list.__init__(self, [])
        self.read()

    def read(self):
        for line in open(self.get_path()):
            line = line.strip()
            if line:
                self.append(Score(*line.split(" ")))

    def get_path(self):
        return self.get_resource("scoreboard-scores-path")

    def add(self, player):
        timer = self.get_timer()
        values = (timer["octo"], timer["horse"], timer["diortem"],
                  timer["circulor"], timer["tooth"])
        score = Score(time(), player, timer.total(), *values)
        self.append(score)
        self.write(score)

    def write(self, score):
        scores = open(self.get_path(), "a")
        scores.write(str(score) + "\n")

    def get_most_recent_player(self):
        return self[-1].player


class Score:

    def __init__(self, *args):
        self.date = int(args[0])
        self.player = args[1]
        self.total, self.octo, self.horse, self.diortem, self.circulor, \
                    self.tooth = map(float, args[2:])

    def __str__(self):
        return "%i %s %.3f %.3f %.3f %.3f %.3f %.3f" % \
               (self.date, self.player, self.total, self.octo, self.horse,
                self.diortem, self.circulor, self.tooth)

    def __lt__(self, other):
        return self.total < other.total

    def __repr__(self):
        return self.__str__()
from pygame import Surface

from esp_hadouken.GameChild import *
from esp_hadouken.Input import *
from Row import *
from Heading import *

class Scoreboard(GameChild, Surface):

    active_interval = 0

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.init_surface()
        self.set_rect()
        self.heading = Heading(self)
        self.add_rows()
        self.subscribe_to(Input.command_event, self.respond_to_command)
        self.deactivate()

    def init_surface(self):
        config = self.get_configuration()
        step = self.get_step()
        padding = self.get_padding()
        row_height = self.get_row_height()
        height = step * row_height + padding + self.get_heading_height()
        Surface.__init__(self, (config["scoreboard-width"], height))
        self.set_alpha(config["scoreboard-alpha"])

    def get_step(self):
        return self.get_configuration()["scoreboard-interval-length"]

    def get_row_height(self):
        return self.get_configuration()["scoreboard-row-height"]

    def get_padding(self):
        return self.get_configuration()["scoreboard-padding"]

    def get_heading_height(self):
        return self.get_configuration()["scoreboard-heading-height"]
    
    def get_column_widths(self):
        return self.get_configuration()["scoreboard-column-widths"]

    def set_rect(self):
        rect = self.get_rect()
        rect.center = self.get_screen().get_rect().center
        self.rect = rect

    def add_rows(self):
        rows = []
        for ii in range(self.get_step()):
            rows.append(Row(self, ii))
        self.rows = rows

    def respond_to_command(self, event):
        if self.active:
            command = event.command
            if command == "next":
                self.set_active_interval(1)
                self.populate()
            elif command == "previous":
                self.set_active_interval(-1)
                self.populate()

    def set_active_interval(self, increment=0, interval=None):
        if interval is None:
            interval = self.active_interval + increment
        max_interval = self.get_max_interval()
        if interval < 0:
            interval = 0
        elif interval > max_interval:
            interval = max_interval
        self.active_interval = interval

    def get_max_interval(self):
        return len(self.get_high_scores()) / self.get_step()

    def populate(self):
        self.disable_highlights()
        step = self.get_step()
        low = step * self.active_interval
        high = low + step
        interval = self.get_ordered_scores()[low:high]
        interval += [None] * (step - len(interval))
        rows = self.rows
        for ii, score in enumerate(interval):
            score_index = low + ii
            row = rows[ii]
            if score_index == self.get_highlit_score_index():
               row.enable_highlight() 
            row.set_score(score, score_index)
        self.parent.update()

    def disable_highlights(self):
        for row in self.rows:
            row.disable_highlight()

    def get_ordered_scores(self):
        return sorted(self.get_high_scores())

    def activate(self, highlight=True):
        self.active = True
        if highlight:
            self.show_recent_score_interval()
        self.populate()

    def show_recent_score_interval(self):
        ordered = self.get_ordered_scores()
        interval = self.get_highlit_score_index() / self.get_step()
        self.set_active_interval(interval=interval)

    def get_highlit_score_index(self):
        return self.get_ordered_scores().index(self.get_high_scores()[-1])

    def deactivate(self):
        self.active = False

    def update(self):
        if self.active:
            self.clear()
            self.heading.update()
            for row in self.rows:
                row.update()
            self.draw()

    def clear(self):
        self.fill(Color(self.get_configuration()["scoreboard-bg"]))

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

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

class Row(GameChild, Surface):

    def __init__(self, parent, index):
        GameChild.__init__(self, parent)
        self.index = index
        self.disable_highlight()
        self.init_surface()
        self.set_rect()
        self.set_column_surfaces()

    def enable_highlight(self):
        self.highlit = True

    def disable_highlight(self):
        self.highlit = False

    def init_surface(self):
        parent = self.parent
        width = parent.get_width() - parent.get_padding()
        Surface.__init__(self, (width, parent.get_row_height()))
        self.fill(self.get_color())

    def get_color(self):
        config = self.get_configuration()
        if self.highlit:
            color = config["scoreboard-highlight-color"]
        elif not self.index % 2:
            color = config["scoreboard-row-color-1"]
        else:
            color = config["scoreboard-row-color-2"]
        return Color(color)

    def set_rect(self):
        rect = self.get_rect()
        parent = self.parent
        index = self.index
        padding = parent.get_padding()
        heading = parent.get_heading_height()
        rect.top = padding / 2 + index * parent.get_row_height() + heading
        rect.centerx = parent.get_rect().centerx
        self.rect = rect

    def set_column_surfaces(self):
        self.rank_surf, self.rank_surf_r = self.set_column_surface(0)
        self.initials_surf, self.initials_surf_r = self.set_column_surface(1)
        self.total_surf, self.total_surf_r = self.set_column_surface(2)
        self.split_surfs, self.split_surfs_rs = [], []
        for ii in range(3, 8):
            surf, rect = self.set_column_surface(ii)
            self.split_surfs.append(surf)
            self.split_surfs_rs.append(rect)

    def set_column_surface(self, index):
        ratios = self.parent.get_column_widths()
        relative = self.get_size()
        surf = Surface((relative[0] * ratios[index], relative[1]))
        surf.fill(self.get_color())
        indent = 0
        for ratio in ratios[:index]:
            indent += ratio * relative[0]
        rect = surf.get_rect()
        rect.left = indent
        return surf, rect

    def set_score(self, score, rank):
        self.render_rank(rank)
        self.render_initials(score)
        self.render_total(score)
        if score is None:
            splits = [None] * 5
        else:
            splits = [score.octo, score.horse, score.diortem, score.circulor,
                      score.tooth]
        for ii, split in enumerate(splits):
            self.render_split(ii, split)

    def render_rank(self, rank):
        size = self.get_configuration()["scoreboard-rank-size"]
        rend = Font(self, size).render(str(rank + 1), True, self.get_text_color(),
                                       self.get_color())
        rect = rend.get_rect()
        dest = self.rank_surf
        dest.fill(self.get_color())
        rect.center = dest.get_rect().center
        dest.blit(rend, rect)

    def get_text_color(self):
        return Color(self.get_configuration()["scoreboard-text-color"])

    def render_initials(self, score):
        self.initials_surf.fill(self.get_color())
        if score is None:
            return
        x = 0
        margin = self.get_configuration()["scoreboard-initials-margin"]
        size = self.get_height() - margin * 2
        for letter in score.player:
            self.render_initial(letter, x, size)
            x += size + margin

    def get_blank_char(self):
        return self.get_configuration()["scoreboard-blank-char"]

    def render_initial(self, letter, x, size):
        square = Surface((size, size))
        if letter == self.get_blank_char():
            color = self.get_configuration()["scoreboard-initials-blank-color"]
            color = Color(color)
        else:
            color = self.get_glyph_palette()[ord(letter.lower()) - K_a]
        square.fill(color)
        font_size = self.get_configuration()["scoreboard-initials-size"]
        rend = Font(self, font_size).render(letter, True, self.get_text_color(),
                                            color)
        square_rect = square.get_rect()
        rend_rect = rend.get_rect()
        rend_rect.center = square_rect.center
        square.blit(rend, rend_rect)
        square_rect.centery = self.get_rect().centery
        square_rect.left = x
        self.initials_surf.blit(square, square_rect)

    def render_total(self, score):
        dest = self.total_surf
        dest.fill(self.get_color())
        if score is None:
            return
        text = self.build_time_string(score.total)
        size = self.get_configuration()["scoreboard-total-size"]
        rend = Font(self, size).render(text, True, self.get_text_color(),
                                       self.get_color())
        rect = rend.get_rect()
        rect.center = dest.get_rect().center
        dest.blit(rend, rect)

    def build_time_string(self, time):
        return "%i:%02i" % divmod(int(time), 60)

    def get_blank_time(self):
        return self.get_blank_char()

    def render_split(self, index, time):
        dest = self.split_surfs[index]
        dest.fill(self.get_color())
        if time is None:
            return
        text = self.build_time_string(time)
        size = self.get_configuration()["scoreboard-split-size"]
        rend = Font(self, size).render(text, True, self.get_text_color(),
                                       self.get_color())
        rect = rend.get_rect()
        rect.center = dest.get_rect().center
        dest.blit(rend, rect)

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

    def clear(self):
        self.fill(self.get_color())

    def draw(self):
        self.blit(self.rank_surf, self.rank_surf_r)
        self.blit(self.initials_surf, self.initials_surf_r)
        self.blit(self.total_surf, self.total_surf_r)
        for ii, surf in enumerate(self.split_surfs):
            self.blit(surf, self.split_surfs_rs[ii])
        self.parent.blit(self, self.rect)
216.73.216.119
216.73.216.119
216.73.216.119
 
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