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()
216.73.216.83
216.73.216.83
216.73.216.83
 
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.