from math import ceil
from collections import deque

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

from lib.pgfw.pgfw.Sprite import Sprite

class ExitArrow(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_configuration()
        self.set_mask()
        self.set_hues()
        self.set_frames()
        self.reset()
        self.set_framerate(self.interval)
        self.set_alpha(self.alpha)

    def load_configuration(self):
        config = self.get_configuration("exit-arrow")
        self.width = config["width"]
        self.height = config["height"]
        self.overlap = config["overlap"]
        self.arrow_count = config["arrow-count"]
        self.hue = config["hue"]
        self.frame_count = config["frame-count"]
        self.interval = config["interval"]
        self.saturation = config["saturation"]
        self.offset = config["offset"]
        self.fade_in_length = config["fade-in"]
        self.fade_out_length = config["fade-out"]
        self.alpha = config["alpha"]

    def set_mask(self):
        surface = Surface(self.get_size())
        surface.set_colorkey((0, 0, 0))
        rect = surface.get_rect()
        width = self.width
        x = 0
        for ii in xrange(self.arrow_count):
            points = (x, rect.centery), (x + width, 0), (x + width, rect.bottom)
            polygon(surface, (255, 255, 255), points)
            x += width - self.overlap
        self.mask = surface

    def get_size(self):
        count = self.arrow_count
        return self.width * count - self.overlap * (count - 1), self.height

    def set_hues(self):
        start, end = self.hue
        step = float(end - start) / (self.frame_count - 1)
        hues = deque([start])
        while start < end:
            start += step
            hues.append(start)
        hues.append(end)
        self.hues = hues

    def set_frames(self):
        for _ in xrange(self.frame_count):
            self.append_frame()

    def append_frame(self):
        width, height = self.get_size()
        gradient = Surface((width, height))
        gradient.set_colorkey((0, 0, 0))
        hues = self.hues
        step = float(width) / self.arrow_count / len(hues)
        x = 0
        color = Color(0, 0, 0)
        while x < width:
            for hue in hues:
                color.hsla = hue, self.saturation, 50, 100
                gradient.fill(color, (int(x), 0, ceil(step), height))
                x += step
        hues.rotate(-1)
        mask = self.mask.convert()
        gradient.blit(mask, (0, 0), None, BLEND_RGBA_MIN)
        self.add_frame(gradient)

    def reset(self):
        location = self.location
        base = self.parent.door.background.location
        location.left = base.centerx + self.offset
        location.centery = base.centery
        self.fade(0, out=True)

    def fade(self, length=None, out=None):
        if length is None:
            length = self.fade_out_length if out else self.fade_in_length
        Sprite.fade(self, length, out)

    def update(self):
        self.move(-self.parent.velocity[0])
        Sprite.update(self)
from os.path import join
from math import tan, radians

from pygame import Rect, Surface, Color
from pygame.image import load
from pygame.draw import polygon, ellipse, circle
from pygame.mask import from_surface, Mask
from pygame.locals import *

from lib.pgfw.pgfw.GameChild import GameChild
from lib.pgfw.pgfw.Sprite import Sprite

class Food(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.compare = self.get_delegate().compare
        self.time_filter = self.get_game().time_filter
        self.mouth = Mouth(self)
        self.scope = Scope(self)
        self.load_configuration()
        self.load_nodesets()
        self.set_frames()
        self.set_frameset("cursed")
        self.subscribe(self.respond)
        self.register(self.unfreeze)
        self.set_mask()
        self.reset()
        self.set_base()

    def load_configuration(self):
        config = self.get_configuration("food")
        self.root = config["path"]
        self.offset = config["offset"]
        self.dx = config["dx"]
        self.angle_range = config["angle-range"]
        self.crouch_offset = config["crouch"]
        self.drop_velocity = config["drop-velocity"]
        self.dx_boost = config["dx-boost"]
        self.blink_rate = config["blink-rate"]
        self.freeze_length = config["freeze-length"]

    def load_nodesets(self):
        interpolator = self.get_game().interpolator
        self.charge_nodeset = interpolator.get_nodeset("charge")
        self.jump_width_nodeset = interpolator.get_nodeset("jump-width");
        self.jump_height_nodeset = interpolator.get_nodeset("jump-height");

    def set_frames(self):
        root = self.get_resource(join(self.root, str(self.parent.index)))
        self.load_from_path(root, True, omit=True)
        self.add_frameset(0, name="cursed")
        self.add_frameset(1, name="uncursed")
        self.add_frameset([0, 1], name="transforming")
        self.set_crouched()
        self.set_frozen()

    def set_crouched(self):
        cursed = self.frames[0]
        cursed_rect = cursed.get_rect()
        offset = self.crouch_offset
        surface = Surface((cursed_rect.w, cursed_rect.h - offset), SRCALPHA)
        destination = Rect(0, 0, cursed_rect.w, cursed_rect.h / 2 + 1)
        area = destination.move(0, 0)
        destination.bottom = surface.get_rect().bottom
        area.bottom = cursed_rect.bottom
        surface.blit(cursed, destination, area)
        destination.top = 0
        surface.blit(cursed, destination, destination)
        self.add_frame(surface, omit=True)
        self.add_frameset(2, name="crouched")

    def set_frozen(self):
        surface = Surface(self.location.size)
        surface.set_colorkey((0, 0, 0))
        self.add_frame(surface, omit=True)
        self.add_frameset([0, 3], self.blink_rate, "frozen")

    def respond(self, event):
        parent = self.parent
        if parent.active:
            if self.compare(event, "any") and not self.charging() and \
                   not self.frozen:
                self.activate_charge(event.id)
            elif self.compare(event, "any", cancel=True):
                if event.id == self.charge_key:
                    if not self.jumping and parent.is_going():
                        parent.exit_available = False
                        parent.exit_arrow.fade(out=True)
                        self.jump()
                    self.cancel_charge()

    def activate_charge(self, key):
        self.charge_key = key
        self.set_frameset("crouched")
        self.move(0, self.crouch_offset)
        self.parent.siphon.contract()

    def jump(self):
        self.jumping = True
        self.submitted_charge = self.charge
        rect = self.jump_rect = Rect((0, 0), self.get_jump_size())
        rect.bottomleft = self.location.center

    def get_jump_size(self):
        charge = self.submitted_charge
        return int(round(self.jump_width_nodeset.get_y(charge))), \
               int(round(self.jump_height_nodeset.get_y(charge)))

    def cancel_charge(self):
        self.set_frameset("cursed")
        self.move(0, -self.crouch_offset)
        self.charge_key = None
        self.charge_length = 0
        self.charge = 0
        self.parent.siphon.release()

    def set_mask(self):
        self.mask = from_surface(self.get_current_frame())

    def reset(self):
        self.ground = self.parent.platforms[0].rect.top
        self.falling = False
        self.dropping = False
        self.submitted_charge = 0
        self.cancel_jump()
        self.cancel_charge()
        self.place_at_start()
        self.unfreeze()
        self.scope.reset()

    def place_at_start(self):
        self.rect.bottomleft = self.offset, self.ground

    def cancel_jump(self, offset=None):
        self.location.bottom = self.ground
        if offset:
            self.location.right -= offset
        self.jumping = False
        self.gravity_effect = 0
        self.previous_location = None
        self.last_jump_x = 0

    def set_base(self):
        rect = self.rect
        yy = rect.h - 2
        start = None
        for xx in xrange(rect.w):
            visible = self.mask.get_at((xx, yy))
            if start is None:
                if visible:
                    start = xx
            else:
                if not visible:
                    break
        width = xx - start
        self.base = Rect(start, yy, width, 3)

    def freeze(self):
        if not self.frozen:
            self.frozen = True
            if self.charging():
                self.cancel_charge()
            self.set_frameset("frozen")
            self.play(self.unfreeze, delay=self.freeze_length, play_once=True)

    def unfreeze(self):
        self.frozen = False
        self.set_frameset("cursed")

    def update(self):
        if self.parent.active:
            if self.jumping:
                self.propell()
                if not self.falling and self.rect.bottom >= self.ground and \
                       self.last_jump_x > 0:
                    collide = self.collide_with_platform()
                    if collide:
                        self.cancel_jump(collide)
                    else:
                        self.falling = True
                elif self.rect.top > self.display_surface.get_height():
                    self.parent.queue_reset()
            elif self.parent.is_going():
                self.move(-self.parent.velocity[0])
            if self.falling:
                index = self.location.collidelist(self.parent.platforms)
                if index > -1:
                    platform = self.parent.platforms[index].location
                    intersection = self.location.clip(platform)
                    if platform.left > self.location.left:
                        self.location.right = platform.left
                    else:
                        self.location.left = platform.right
                    self.dropping = True
            self.update_charge()
        self.scope.place()
        Sprite.update(self)
        if self.charging():
            self.mouth.update()
        self.scope.update()

    def propell(self):
        self.previous_location = Rect(self.location)
        if not self.dropping:
            rect = self.jump_rect
            w, h = rect.size = self.get_jump_size()
            x = self.dx + (self.parent.velocity[0] - 1) * self.dx_boost + \
                self.last_jump_x
            if w == 0:
                w = .00000000001
            y = (-2 * h / (.5 * w ** 2)) * x ** 2 + (4 * h / w) * x
            self.location.center = rect.move(int(round(x)),
                                             int(round(-y))).bottomleft
            self.last_jump_x = x
        else:
            self.move(*self.drop_velocity)

    def collide_with_platform(self):
        base = self.base
        previous = base.move(*self.previous_location.topleft)
        current = base.move(*self.location.topleft)
        box = Rect(previous.topleft, (current.right - previous.left,
                                      current.bottom - previous.top))
        platform_index = box.collidelist(self.parent.platforms)
        if platform_index > -1:
            stripe = Surface(box.size)
            stripe.set_colorkey((0, 0, 0))
            polygon(stripe, (255, 255, 255),
                    ((0, 0), (base.w, 0), box.size, (box.w - base.w, box.h)))
            stripe_mask = from_surface(stripe)
            platform = self.parent.platforms[platform_index]
            platform_mask = from_surface(Surface((platform.location.w, 3)))
            offset = platform.location.left - box.left, \
                     platform.location.top - 1 - box.top
            overlap = stripe_mask.overlap(platform_mask, offset)
            if overlap:
                for x in xrange(stripe_mask.get_size()[0]):
                    if stripe_mask.get_at((x, overlap[1] + 1)):
                        break
                return box.w - base.w - x

    def update_charge(self):
        if self.charging():
            self.charge_length += self.time_filter.get_last_frame_duration()
            self.charge = self.charge_nodeset.get_y(self.charge_length)

    def charging(self):
        return self.charge_key is not None


class Mouth(Surface, GameChild):

    transparent_color = (255, 0, 255)

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.set_images()
        self.init_surface()
        self.set_background()
        self.load_configuration()

    def set_images(self):
        get = self.get_resource
        self.lower_jaw = load(get("food", "lower-jaw-path")).convert_alpha()
        self.lower_jaw_rect = self.lower_jaw.get_rect()
        self.upper_jaw = load(get("food", "upper-jaw-path")).convert_alpha()
        self.upper_jaw_rect = self.upper_jaw.get_rect()

    def init_surface(self):
        Surface.__init__(self, self.get_configuration("food", "mouth-size"),
                         SRCALPHA)

    def set_background(self):
        surface = Surface(self.get_size())
        key = self.transparent_color
        surface.fill(key)
        surface.set_colorkey(key)
        surface.set_alpha(self.get_configuration("food", "mouth-bg-alpha"))
        self.background = surface

    def load_configuration(self):
        config = self.get_configuration("food")
        self.offset = config["mouth-offset"]
        self.background_shrink = config["mouth-bg-shrink"]
        self.gap = config["mouth-gap"]

    def update(self):
        self.display_surface = self.parent.display_surface
        self.init_surface()
        self.clear_background()
        self.rect = self.get_position(self.parent.location)
        self.draw_jaws()
        mask = self.draw_mask()
        self.draw_background(mask, self.rect)
        self.display_surface.blit(self, self.rect)
        if self.parent.scope.active:
            scope_rect = self.get_position(self.parent.scope.extra_location)
            self.draw_background(mask, scope_rect)
            self.display_surface.blit(self, scope_rect)

    def clear_background(self):
        self.background.fill(self.transparent_color)

    def get_position(self, base):
        offset = self.offset
        rect = self.get_rect()
        rect.center = base.left + offset[0], base.bottom - offset[1]
        return rect

    def draw_jaws(self):
        rect = self.rect
        center = rect.h / 2
        offset = max(self.gap, int(round(self.parent.charge * center)))
        lower_rect = self.lower_jaw_rect
        lower_rect.bottom = center + offset
        self.blit(self.lower_jaw, lower_rect)
        upper_rect = self.upper_jaw_rect
        upper_rect.top = center - offset
        self.blit(self.upper_jaw, upper_rect)

    def draw_mask(self):
        surface = Surface(self.get_size(), SRCALPHA)
        width = self.rect.w
        height = int(round(self.rect.h * self.parent.charge))
        rect = Rect(0, 0, width, height)
        rect.centery = self.rect.h / 2
        ellipse(surface, (255, 255, 255), rect)
        self.blit(surface, (0, 0), None, BLEND_RGBA_MIN)
        return rect

    def draw_background(self, ellipse_rect, rect):
        shrink = self.background_shrink
        if ellipse_rect.h >= -shrink[0]:
            ellipse(self.background, (0, 0, 0), ellipse_rect.inflate(*shrink))
            self.display_surface.blit(self.background, rect)


class LowerJaw(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_from_path(self.get_resource("food", "lower-jaw-path"), True)


class UpperJaw(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_from_path(self.get_resource("food", "upper-jaw-path"), True)


class Scope(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.active = False
        self.limit = 400
        self.reset()

    def offset_points(self, points):
        offset = []
        for point in points:
            offset.append((point[0], point[1] + 2))
        return offset

    def reset(self):
        if self.active:
            self.parent.remove_locations(self.extra_location)
            self.active = False

    def place(self):
        if self.parent.parent.is_going():
            if not self.active and self.parent.location.right <= 0:
                self.active = True
                self.extra_location = self.parent.add_location()
            if self.active:
                if self.parent.location.right > 0:
                    self.reset()
                else:
                    if self.parent.location.right <= -self.limit:
                        self.parent.parent.queue_reset()
                    self.set_frame()
                    location = self.location
                    location.centery = self.parent.location.centery
                    self.extra_location.reset_motion_overflow()
                    self.extra_location.midright = location.right - 15, \
                                                   location.centery

    def set_frame(self):
        surface = Surface((76, 60))
        rect = surface.get_rect()
        key = (255, 0, 255)
        surface.fill(key)
        surface.set_colorkey(key)
        background = (128, 128, 128)
        distance = self.parent.location.right
        if distance < -self.limit:
            distance = -self.limit
        foreground = Color(0, 0, 0)
        limit = self.limit
        foreground.hsla = int(120 * (limit + distance) / limit), 95, 55, 100
        points = (0, rect.h / 2 - 1), (8, rect.h / 2 - 11), (8, rect.h / 2 + 9)
        polygon(surface, background, self.offset_points(points))
        polygon(surface, foreground, points)
        square = Rect(8, rect.h / 2 - 6, 10, 10)
        surface.fill(background, square.move(0, 2))
        surface.fill(foreground, square)
        center = 46, rect.h / 2 - 1
        radius = 29
        circle(surface, background, (center[0], center[1] + 2), radius, 10)
        area = circle(surface, foreground, center, radius, 10)
        ellipse(surface, foreground, area.inflate(-1, 0), 9)
        ellipse(surface, foreground, area.inflate(0, -1), 9)
        ellipse(surface, foreground, area.inflate(-2, -1), 8)
        ellipse(surface, foreground, area.inflate(-1, -2), 8)
        self.clear_frames()
        self.add_frame(surface)

    def update(self):
        if self.parent.parent.is_going() and self.active:
            Sprite.update(self)
216.73.216.141
216.73.216.141
216.73.216.141
 
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.