from random import randint
from operator import sub

from pygame import Surface

from esp_hadouken.GameChild import *

class Barrier(GameChild, Surface):

    dir_r, dir_l = 1, -1

    def __init__(self, parent, y, sibling=None):
        GameChild.__init__(self, parent)
        self.y = y
        self.sibling = sibling
        self.init_surface()

    def init_surface(self):
        size = self.determine_size()
        Surface.__init__(self, (size, size))
        self.fill(self.parent.transparent_color)
        self.set_rect()

    def determine_size(self):
        parent = self.parent
        size_range = parent.size_range
        pos = float(self.y) / -sub(*parent.y_range)
        return pos * -sub(*size_range) + size_range[0]

    def set_rect(self):
        rect = self.get_rect()
        rect.top = self.y
        sibling = self.sibling
        if not sibling:
            growth = self.dir_r
            rect.top = self.y
            rect.left = self.generate_initial_x()
        else:
            growth = sibling.growth
            if growth == self.dir_r:
                rect.left = sibling.rect.right
                if rect.right > self.parent.get_width():
                    growth = self.dir_l
                    rect.right = sibling.rect.left
            if growth == self.dir_l:
                rect.right = sibling.rect.left
                if rect.left < 0:
                    growth = self.dir_r
                    rect.left = sibling.rect.right
        self.growth = growth
        self.rect = rect
        self.x = rect.left
        self.set_heading()
        self.set_step()

    def generate_initial_x(self):
        parent = self.parent
        return randint(0, parent.get_width() - parent.size_range[0])

    def set_heading(self):
        if self.rect.centerx > self.parent.get_width() / 2:
            heading = self.dir_l
        else:
            heading = self.dir_r
        self.heading = heading

    def set_step(self):
        parent = self.parent
        center = parent.get_width() / 2
        rnge = abs((self.rect.centerx - center) * 2)
        self.step = float(rnge) / parent.step_limit

    def toggle_heading(self):
        heading = self.heading
        if heading == self.dir_l:
            heading = self.dir_r
        else:
            heading = self.dir_l
        self.heading = heading

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

    def move(self):
        self.x += self.heading * self.step
        self.rect.left = self.x
        
    def draw(self):
        self.parent.area.blit(self, self.rect)
from esp_hadouken.levels.Level import *
from Gauntlet import *

class Horse(Level):

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

    def set_void(self):
        self.void = Gauntlet(self)
from random import randint
from operator import sub

from pygame import draw

from esp_hadouken.GameChild import *

class Bubble(GameChild):

    def __init__(self, parent, y=None):
        GameChild.__init__(self, parent)
        self.y = y
        self.set_x()

    def set_x(self):
        self.x = self.parent.get_width() / 2

    def update(self):
        self.y += self.parent.scroll_speed
        self.set_radius()

    def set_radius(self):
        parent = self.parent
        radius_range = parent.radius_range
        pos = float(self.y) / -sub(*parent.y_range)
        self.radius = int(pos * -sub(*radius_range) + radius_range[0])

    def draw(self):
        parent = self.parent
        center = self.x, self.y
        draw.circle(parent.area, parent.transparent_color, center, self.radius)
from random import randint

from pygame import Color, Surface

from esp_hadouken import levels
from Bubble import *

class Void(levels.Void.Void):

    def __init__(self, parent):
        levels.Void.Void.__init__(self, parent)
        self.iterations = 0
        self.read_configuration()
        self.set_area()
        self.show()

    def read_configuration(self):
        config = self.get_configuration()
        self.switch_frequency = config["tooth-level-switch-frequency"]
        self.scroll_speed = config["tooth-level-scroll-speed"]
        self.padding = config["tooth-level-void-padding"]
        self.radius_range = config["tooth-level-radius-range"]
        self.spawn_range = config["tooth-level-spawn-range"]

    def set_area(self):
        self.set_y_range()
        y_range = self.y_range
        height = y_range[1] - y_range[0]
        area = Surface((self.parent.get_width(), height)).convert()
        self.area_bg = Surface(area.get_size()).convert()
        self.area = area
        self.generate_bubbles()

    def set_y_range(self):
        padding = self.padding
        parent = self.parent
        start = parent.bandit.rect.bottom + padding[0]
        end = parent.get_height() - padding[1]
        self.y_range = start, end

    def generate_bubbles(self):
        self.bubbles = []
        y = self.get_height()
        while y > -self.radius_range[0]:
            self.add_bubble(y)
            y -= self.next_spawn + self.radius_range[0]

    def add_bubble(self, y=None):
        if y is None:
            y = -self.radius_range[0]
        self.bubbles.insert(0, Bubble(self, y))
        self.next_spawn = randint(*self.spawn_range)

    def toggle(self):
        if self.visible:
            self.hide()
        else:
            self.show()

    def show(self):
        self.visible = True

    def hide(self):
        self.visible = False

    def update_area(self):
        self.update_bubbles()
        iterations = self.iterations + 1
        if 1.0 / iterations <= self.switch_frequency:
            self.toggle()
            iterations = 0
        if self.visible:
            self.clear_area()
            self.draw_area()
        self.iterations = iterations

    def update_bubbles(self):
        bubbles = self.bubbles
        radius_range = self.radius_range
        if bubbles[0].y - radius_range[0] > self.next_spawn:
            self.add_bubble()
        for bubble in bubbles:
            if bubble.y > self.y_range[1] + radius_range[1]:
                bubbles.remove(bubble)
            else:
                bubble.update()

    def clear_area(self):
        self.area.blit(self.area_bg, (0, 0))

    def draw_area(self):
        self.draw_bubbles()
        self.blit(self.area, (0, self.y_range[0]))

    def draw_bubbles(self):
        for bubble in self.bubbles:
            bubble.draw()
18.97.9.170
18.97.9.170
18.97.9.170
 
March 22, 2020

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