from os import system, sep, walk, remove
from os.path import basename, join, exists
from shutil import copy, copytree, rmtree
from distutils.core import setup
from zipfile import ZipFile

import py2exe

from esp_hadouken.Setup import *

origIsSystemDLL = py2exe.build_exe.isSystemDLL
def isSystemDLL(pathname):
    if basename(pathname).lower() in ("libogg-0.dll", "sdl_ttf.dll"):
        return 0
    return origIsSystemDLL(pathname)
py2exe.build_exe.isSystemDLL = isSystemDLL

destination = "dist/win/"

setup(windows=[{"script": "esp-hado",
                "icon_resources": [(1, Setup.config["game-icon-path"])]
                }],
      options={"py2exe": {"packages": Setup.build_package_list(),
                          "dist_dir": destination}})

def ignore_files(src, names):
    ignored = []
    if src == "aud":
        ignored += ["uncompressed", "mod"]
    if src == "img":
        ignored += ["local"]
    return ignored

for path in ["config", "Basic.ttf", "hi-scores", "README", "changelog"]:
    copy(path, destination)

for path in ["aud", "img"]:
    folder = join(destination, path)
    if not exists(folder):
        copytree(path, folder, ignore=ignore_files)

rmtree("build")

def create_archive():
    title = Setup.translate_title() + "-" + Setup.config["game-version"] + "-win"
    archive_name = title + ".zip"
    archive = ZipFile(archive_name, "w")
    for root, dirs, names in walk(destination):
        for name in names:
            path = join(root, name)
            archive.write(path, path.replace(destination, title + sep))
    archive.close()
    copy(archive_name, "dist")
    remove(archive_name)
    rmtree(destination)

create_archive()
from pygame import event, joystick as joy, key as keyboard
from pygame.locals import *

from GameChild import *

class Input(GameChild):

    command_event = USEREVENT + 7

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.joystick = Joystick()
        self.unsuppress()
        self.subscribe_to_events()
        self.build_key_map()

    def subscribe_to_events(self):
        self.subscribe_to(KEYDOWN, self.translate_key_press)
        self.subscribe_to(JOYBUTTONDOWN, self.translate_joy_button)
        self.subscribe_to(JOYAXISMOTION, self.translate_axis_motion)

    def suppress(self):
        self.suppressed = True

    def unsuppress(self):
        self.suppressed = False

    def build_key_map(self):
        key_map = {}
        for key, value in self.get_configuration().iteritems():
            group, command = key.split("-", 1)
            if group == "keys":
                key_map[command] = value
        self.key_map = key_map

    def translate_key_press(self, evt):
        if self.is_debug_mode():
            print "You pressed %i, suppressed => %s" % (evt.key, self.suppressed)
        if not self.suppressed:
            key = evt.key
            for command, keys in self.key_map.iteritems():
                if key in keys:
                    self.post_command(command)

    def post_command(self, name):
        if self.is_debug_mode():
            print "Posting %s command with id %i" % (name, self.command_event)
        event.post(event.Event(self.command_event, command=name))

    def translate_joy_button(self, evt):
        if not self.suppressed:
            button = evt.button
            config = self.get_configuration()
            code = self.command_event
            if button == config["joy-advance"]:
                self.post_command("advance")
            if button == config["joy-pause"]:
                self.post_command("pause")

    def translate_axis_motion(self, evt):
        if not self.suppressed:
            axis = evt.axis
            value = evt.value
            code = self.command_event
            if axis == 1:
                if value < 0:
                    self.post_command("up")
                elif value > 0:
                    self.post_command("down")
            else:
                if value > 0:
                    self.post_command("right")
                elif value < 0:
                    self.post_command("left")

    def is_command_active(self, command):
        if not self.suppressed:
            joystick = self.joystick
            if self.is_key_pressed(command):
                return True
            if command == "up":
                return joystick.is_direction_pressed(Joystick.up)
            elif command == "right":
                return joystick.is_direction_pressed(Joystick.right)
            elif command == "down":
                return joystick.is_direction_pressed(Joystick.down)
            elif command == "left":
                return joystick.is_direction_pressed(Joystick.left)
        else:
            return False

    def is_key_pressed(self, command):
        poll = keyboard.get_pressed()
        for key in self.key_map[command]:
            if poll[key]:
                return True

    def get_axes(self):
        axes = {}
        for direction in "up", "right", "down", "left":
            axes[direction] = self.is_command_active(direction)
        return axes


class Joystick:

    (up, right, down, left) = range(4)

    def __init__(self):
        js = None
        if joy.get_count() > 0:
            js = joy.Joystick(0)
            js.init()
        self.js = js

    def is_direction_pressed(self, direction):
        js = self.js
        if not js or direction > 4:
            return False
        if direction == 0:
            return js.get_axis(1) < 0
        elif direction == 1:
            return js.get_axis(0) > 0
        elif direction == 2:
            return js.get_axis(1) > 0
        elif direction == 3:
            return js.get_axis(0) < 0
from time import sleep

from pygame.locals import *

from esp_hadouken.pgfw.Configuration import TypeDeclarations
from esp_hadouken.pgfw.Game import Game
from esp_hadouken.Timer import Timer
from esp_hadouken.title.Title import Title
from esp_hadouken.overworld.Overworld import Overworld

class ESPHadouken(Game):

    def __init__(self):
        Game.__init__(self, type_declarations=Types())
        self.title.activate()
        # self.get_audio().mute()
        # self.subscribe(self.inform)

    def inform(self, event):
        print event

    def set_children(self):
        Game.set_children(self)
        self.timer = Timer(self)
        self.title = Title(self)
        self.overworld = Overworld(self)

    def update(self):
        self.title.update()
        self.overworld.update()


class Types(TypeDeclarations):

    additional_defaults = {

        "keys": {"list": ["up", "right", "down", "left"]},

        "title": {"int": ["prompt-size", "enemy-delay", "enemy-offset",
                          "toy-shift-delay", "turn-delay", "leave-delay",
                          "toy-turn-offset", "sky-arc-step",
                          "sky-arc-thickness", "sky-framerate",
                          "loop-delay"],

                  "float": "enemy-speed",

                  "list": "mask-vector-colors",

                  "int-list": ["wood-position", "toy-position", "toy-offset",
                               "enemy-enter-framerate", "background-framerate",
                               "sky-color", "sky-arc-color"]},

        "main-menu": {"int": ["frame-count", "framerate", "option-width",
                              "text-size"],

                      "int-list": ["size", "text-color",
                                   "background-color-range"],

                      "list": ["option-text", "select-fx"]},

        "toy": {"int": "framerate"},

        "overworld": {"int": ["toy-position", "wall-position", "dot-position"],

                      "int-list": ["wall-size", "wall-border"]},

        "dot": {"int": "frame-count",

                "int-list": ["framerate-range", "transparent-color"]},

        "engine": {"float": ["attack", "release", "deceleration",
                             "max-velocity", "initial-thrust",
                             "peak-acceleration", "peak-distance",
                             "min-negative-acceleration",
                             "min-negative-acceleration-distance",
                             "max-negative-acceleration", "calibrator-step"]},

        "sprite": {"list": ["dark-palette", "light-palette"]}}
18.97.9.170
18.97.9.170
18.97.9.170
 
December 3, 2013

Where in the mind's prism does light shine, inward, outward, or backward, and where in a plane does it intersect, experientially and literally, while possessing itself in a dripping wet phantasm?


Fig 1.1 What happens after you turn on a video game and before it appears?

The taxonomy of fun contains the difference between gasps of desperation and exaltation, simultaneously identical and opposite; one inspires you to have sex, while the other to ejaculate perpetually. A destruction and its procession are effervescent, while free play is an inseminated shimmer hatching inside you. Unlikely to be resolved, however, in such a way, are the climaxes of transitions between isolated, consecutive game states.

You walk through a door or long-jump face first (your face, not Mario's) into a painting. A moment passes for eternity, viscerally fading from your ego, corpus, chakra, gaia, the basis of your soul. It happens when you kill too, and especially when you precisely maim or obliterate something. It's a reason to live, a replicating stasis.


Fig 1.2 Sequence in a video game

Video games are death reanimated. You recurse through the underworld toward an illusion. Everything in a decision and logic attaches permanently to your fingerprint. At the core, you use its energy to soar, comatose, back into the biosphere, possibly because the formal structure of a mind by human standards is useful in the next world.