from GameChild import GameChild

class Animation(GameChild):

    def __init__(self, parent, method=None, interval=None, unfiltered=False):
        GameChild.__init__(self, parent)
        self.unfiltered = unfiltered
        self.default_method = method or self.build_frame
        self.accounts = {}
        self.register(self.default_method, interval=interval)
        self.current_elapsed = 0
        self.last_update = 0

    def build_frame(self):
        pass

    def register(self, *args, **kwargs):
        interval = None
        if kwargs.has_key("interval"):
            interval = kwargs["interval"]
        for method in args:
            if method not in self.accounts:
                self.accounts[method] = Account(interval, self)
            else:
                self.accounts[method].set_interval(interval)

    def play(self, method=None, interval=None, delay=0, play_once=False,
             **kwargs):
        account = self.accounts[self.get_default(method)]
        account.set_delay(delay)
        account.set_args(kwargs)
        account.set_play_once(play_once)
        if interval:
            account.set_interval(interval)
        account.play()

    def get_default(self, method=None):
        if not method:
            method = self.default_method
        return method

    def halt(self, method=None):
        if not method:
            for account in self.accounts.values():
                account.halt()
        else:
            if self.accounts.has_key(method):
                self.accounts[method].halt()

    def is_playing(self, method=None, check_all=False, include_delay=False):
        if check_all:
            return any(self.is_account_playing(account, include_delay) for \
                       method, account in self.accounts.iteritems())
        return self.is_account_playing(self.accounts[self.get_default(method)],
                                       include_delay)

    def is_account_playing(self, account, include_delay):
        return account.playing and (not include_delay or not account.delay)

    def reset_timer(self, method):
        if not method:
            for account in self.accounts.values():
                account.reset_timer()
        else:
            self.accounts[method].reset_timer()

    def update(self):
        for method, account in self.accounts.iteritems():
            if account.update():
                method(**account.args)


class Account:

    def __init__(self, interval, animation):
        self.animation = animation
        self.time_filter = animation.get_game().time_filter
        self.set_interval(interval)
        self.set_delay(0)
        self.set_play_once(False)
        self.interval_index = 0
        self.last_frame = 0
        self.halt()

    def set_interval(self, interval):
        if isinstance(interval, int) or isinstance(interval, str):
            interval = [interval]
        self.interval = interval

    def set_delay(self, delay):
        self.delay = delay

    def set_play_once(self, play_once):
        self.play_once = play_once

    def set_args(self, args):
        self.args = args

    def play(self):
        self.playing = True

    def halt(self):
        self.last_update = None
        self.playing = False

    def update(self):
        if self.playing:
            if self.animation.unfiltered:
                ticks = self.time_filter.get_unfiltered_ticks()
            else:
                ticks = self.time_filter.get_ticks()
            self.update_delay(ticks)
            if not self.delay:
                interval = self.interval
                if interval:
                    if ticks - self.last_frame < self.get_current_interval():
                        return False
                    self.last_frame = ticks
                    self.increment_interval_index()
                if self.play_once:
                    self.halt()
                return True

    def get_current_interval(self):
        return self.interval[self.interval_index]

    def increment_interval_index(self, increment=1):
        index = self.interval_index + increment
        while index >= len(self.interval):
            index -= len(self.interval)
        self.interval_index = index

    def reset_interval(self):
        self.interval_index = 0

    def reset_timer(self):
        if self.animation.unfiltered:
            ticks = self.time_filter.get_unfiltered_ticks()
        else:
            ticks = self.time_filter.get_ticks()
        self.last_frame = ticks

    def update_delay(self, ticks):
        delay = self.delay
        if delay > 0:
            last_update = self.last_update or ticks
            delay -= ticks - last_update
            if delay < 0:
                delay = 0
        self.last_update = ticks
        self.delay = delay
from pygame.event import get, pump, Event, post
from pygame.locals import *

from GameChild import GameChild
from Input import Input

class Delegate(GameChild):

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.subscribers = dict()
        self.load_configuration()
        self.disable()

    def load_configuration(self):
        config = self.get_configuration("event")
        self.cancel_flag_key = config["cancel-flag-key"]
        self.command_key = config["command-key"]
        self.command_event_id = config["command-id-offset"] + \
                                globals()[config["user-event-id"]]

    def disable(self):
        self.enabled = False

    def enable(self):
        self.enabled = True
        self.interpolator = self.get_game().interpolator

    def dispatch(self):
        if self.enabled:
            subscribers = self.subscribers
            for evt in get():
                kind = evt.type
                if kind in subscribers:
                    for subscriber in subscribers[kind]:
                        if not self.interpolator.is_gui_active() or \
                               hasattr(subscriber, "im_class") and \
                               (subscriber.im_class == Input or \
                                subscriber.im_class == \
                                self.interpolator.gui.__class__):
                            self.print_debug("Passing %s to %s" % (evt,
                                                                   subscriber))
                            subscriber(evt)
        else:
            pump()

    def add_subscriber(self, callback, kind=None):
        self.print_debug("Subscribing %s to %s" % (callback, kind))
        if kind is None:
            kind = self.command_event_id
        subscribers = self.subscribers
        if kind not in subscribers:
            subscribers[kind] = list()
        subscribers[kind].append(callback)

    def is_command(self, event):
        return event.type == self.command_event_id

    def remove_subscriber(self, callback, kind=None):
        if kind is None:
            kind = self.command_event_id
        self.subscribers[kind].remove(callback)

    def compare(self, evt, commands=None, cancel=False, **attributes):
        if evt.type == self.command_event_id:
            self.add_cancel_flag_to_attributes(attributes, cancel)
        if commands is not None and not isinstance(commands, list):
            commands = [commands]
        if commands is not None:
            if not self.command_in_list(evt, commands):
                return False
        return all(key in evt.dict and evt.dict[key] == value for \
                   key, value in attributes.iteritems())

    def add_cancel_flag_to_attributes(self, attributes, cancel):
        attributes[self.cancel_flag_key] = cancel

    def command_in_list(self, evt, commands):
        return self.get_command_attribute(evt) in commands

    def get_command_attribute(self, evt):
        return evt.dict[self.command_key]

    def post(self, command=None, cancel=False, **attributes):
        attributes[self.command_key] = command
        self.add_cancel_flag_to_attributes(attributes, cancel)
        post(Event(self.command_event_id, attributes))
18.218.195.170
18.218.195.170
18.218.195.170
 
March 3, 2021

Video 📺

Computers are a gun. They can see the target; they can pull the trigger. Computers were made by the military to blow people's brains out if they stepped out of line. Google Coral is the same technology that pollutes the oceans, and so is the computer I'm using, and so are the platforms I'm using to post this.

Game 🎲

Games are a context in which all play is purposeful. Games expose the fundamentally nihilistic nature of the universe and futility of pursuing any path other than the inevitability of death and the torture of an evil that knows and exploits absolute freedom. Games are not educational; they are education.

Propaganda 🆒

Education is propaganda — ego driven by-product conveying nothing that would enable us to expose that vanities made for gain subject us further to an illusion created by those in control: the illusion that quantity can represent substance and that data or observation can replace meaning. And why say it, or how, without contradicting yourself, that everything, once registered, no longer exists, and in fact never did, exists only in relation to other non-existent things, and when you look, it's not there, not only because it's long vanished, but because where would it be?


fig. 2: Gamer goo is a lubricant — not for your skin, but for facilitating your ability to own the competition (image from Gamer goo review)

As a result of video games, the great Trojan horse 🎠 of imperialist consumerist representationalism, people are divided in halves to encourage them to act according to market ordained impulses, to feign assurance, penetrating themselves deeper into a tyranny from which every action signals allegiance, confusing the world with definitions and borders, constantly struggling to balance or brace themselves against forces that threaten the crumbling stability of their ego.

F

or example, a cup 🥃 is designed and built to hold something, maintain order and prevent chaos. It keeps water from spilling back to where it belongs, back where it wants to go and gravity wants it to go. The cup is a trap, and it is used to assert dominance over nature, to fill with thoughts about existence, time and self, thoughts regarding dissimilarity between equal parts and patterns that manifest in variation. These ruminations disguised as revelations boil away to reveal isolated and self-aggrandizing thoughts about an analogy fabricated to herald the profundity of one's campaign's propaganda. You have no authentic impulse except to feed a delusion of ultimate and final supremacy. That is why you play games. That is your nature. That is why you eventually smash the cup to bits 💥 or otherwise watch it disintegrate forever because it, by being useful, threatens your facade of ownership and control.


fig. 3: worth1000

The cup is you; it reflects you; it is a lens through which you see yourself; it reassures you, confirming your presence; it says something, being something you can observe. When you move, it moves, and it opens after being closed. You can use it as a vessel for penetration fantasies, keeping you warm and fertile, a fine host for the plague of consciousness, you reptile, you sun scorched transgressor that not only bites the hand that feeds, but buries it deep within a sterile chamber where nothing remains for it as a means of escape except the corpses of others that infringed upon your feeding frenzy.