from esp_hadouken import levels

from Road import *

class Void(levels.Void.Void):

    def __init__(self, parent):
        levels.Void.Void.__init__(self, parent)
        self.read_configuration()
        self.road = Road(self)

    def read_configuration(self):
        config = self.get_configuration()
        prefix = "diortem-level-"
        self.padding = config[prefix + "void-padding"]
        self.segment_width_range = config[prefix + "segment-width-range"]
        self.segment_height_range = config[prefix + "segment-height-range"]
        self.shift_range = config[prefix + "shift-range"]
        self.leg_range = config[prefix + "leg-range"]
        self.scroll_speed = config[prefix + "scroll-speed"]

    def update_area(self):
        self.road.update()
from random import randint

from pygame import Surface, Color, Rect

from esp_hadouken.GameChild import *
from Segment import *

class Road(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.init_surface()
        self.set_background()
        self.set_x_range()
        self.generate_segments()

    def init_surface(self):
        parent = self.parent
        width = parent.get_width()
        padding = parent.padding
        bandit_height = parent.parent.bandit.rect.h
        height = parent.get_height() - sum(padding) - bandit_height
        rect = Rect(0, padding[0] + bandit_height, width, height)
        Surface.__init__(self, rect.size)
        self.convert()
        self.rect = rect

    def set_background(self):
        background = Surface(self.get_size())
        background.fill(self.parent.opaque_color)
        background.convert()
        self.background = background

    def set_x_range(self):
        max_seg = self.parent.segment_width_range[1]
        self.x_range = max_seg / 2, self.get_width() - max_seg / 2

    def generate_segments(self):
        self.segments = []
        self.leg = Leg(self)
        y = self.get_height()
        while y > 0:
            self.add_segment(y)
            y -= self.segments[0].rect.h

    def add_segment(self, bottom=None):
        leg = self.leg
        segments = self.segments
        if leg.is_complete():
            leg = Leg(self)
        if bottom is None:
            bottom = segments[0].rect.top
        x = segments[0].rect.centerx if segments else 0
        segments.insert(0, Segment(self, leg, bottom, x))
        leg.advance()
        self.leg = leg

    def update(self):
        self.set_clip()
        self.clear()
        self.update_segments()
        self.draw()

    def set_clip(self):
        parent = self.parent
        y = parent.get_clip().top - parent.padding[0] - parent.parent.bandit.rect.h
        Surface.set_clip(self, Rect((0, y), parent.get_clip().size))

    def clear(self):
        self.blit(self.background, (0, 0))

    def update_segments(self):
        if self.segments[0].rect.top >= -self.parent.segment_height_range[1]:
            self.add_segment()
        for segment in self.segments:
            if segment.rect.top > self.get_height():
                self.segments.remove(segment)
            else:
                segment.update()

    def draw(self):
        self.parent.blit(self, self.rect)


class Leg:

    dirs = [-1, 1]

    def __init__(self, road):
        self.road = road
        self.length = randint(*road.parent.leg_range)
        self.direction = self.dirs[randint(0, len(self.dirs) - 1)]
        self.index = 0

    def advance(self):
        self.index += 1
        self.shift = randint(*self.road.parent.shift_range) * self.direction

    def change_direction(self):
        dirs = self.dirs
        direction = self.direction
        if direction == dirs[0]:
            direction = dirs[1]
        else:
            direction = dirs[0]
        self.direction = direction

    def is_complete(self):
        return self.index >= self.length
from operator import sub
from random import randint

from pygame import Surface, Rect, Color, transform, draw

from esp_hadouken.GameChild import *

class Segment(GameChild):

    def __init__(self, parent, leg, bottom, x):
        GameChild.__init__(self, parent)
        self.init_rect(leg, bottom, x)
        self.color = parent.parent.transparent_color

    def init_rect(self, leg, bottom, x):
        parent = self.parent
        rect = Rect(0, 0, 0, randint(*parent.parent.segment_height_range))
        x_range = parent.x_range
        if x is None:
            x = randint(*x_range)
        else:
            x += leg.direction * randint(*parent.parent.shift_range)
        if x < x_range[0] or x > x_range[1]:
            leg.change_direction()
            if x < x_range[0]:
                x = x_range[0]
            else:
                x = x_range[1]
        rect.centerx = x
        rect.bottom = bottom
        self.rect = rect

    def update(self):
        self.update_width()
        self.recenter()
        self.scroll()
        self.draw()

    def update_width(self):
        parent = self.parent
        rect = self.rect
        pos = float(rect.bottom) / parent.get_height()
        centerx = rect.centerx
        width_r = parent.parent.segment_width_range
        rect.w = pos * -sub(*width_r) + width_r[0]
        rect.centerx = centerx

    def recenter(self):
        rect = self.rect
        right_bound = self.parent.get_width()
        if rect.left < 0:
            rect.left = 0
        elif rect.right > right_bound:
            rect.right = right_bound

    def scroll(self):
        self.rect.top += self.parent.parent.scroll_speed

    def draw(self):
        draw.rect(self.parent, self.color, self.rect)
from random import randint

from pygame import Surface, Color

from esp_hadouken.levels.Void import *
from Barrier import *

class Gauntlet(Void):

    step_count = 0

    def __init__(self, parent):
        Void.__init__(self, parent)
        self.read_configuration()
        self.set_area()
        self.generate_barriers()

    def read_configuration(self):
        config = self.get_configuration()
        prefix = "horse-level-"
        self.padding = config[prefix + "void-padding"]
        self.size_range = config[prefix + "size-range"]
        self.step_limit = config[prefix + "step-limit"]

    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

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

    def generate_barriers(self):
        self.barriers = barriers = []
        y = 0
        while y < self.area.get_height():
            sibling = None if not barriers else barriers[-1]
            barriers.append(Barrier(self, y, sibling))
            y += barriers[-1].get_height()

    def update_area(self):
        self.update_step_count()
        self.clear_area()
        self.update_barriers()
        self.draw_area()

    def update_step_count(self):
        count = self.step_count + 1
        if count > self.step_limit:
            count = 0
            self.toggle_barrier_headings()
        self.step_count = count

    def toggle_barrier_headings(self):
        for barrier in self.barriers:
            barrier.toggle_heading()

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

    def update_barriers(self):
        for barrier in self.barriers:
            barrier.update()

    def draw_area(self):
        self.blit(self.area, (0, self.y_range[0]))
216.73.216.142
216.73.216.142
216.73.216.142
 
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.