from pygame import Surface
from pygame.image import load

from esp_hadouken.pgfw.GameChild import GameChild

class Background(Surface, GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_screen()
        self.init_surface()
        self.load_tile()
        self.draw_tiles()

    def init_surface(self):
        Surface.__init__(self, self.display_surface.get_size())

    def load_tile(self):
        self.tile = load(self.get_resource("overworld",
                                           "background-tile-path")).convert()

    def draw_tiles(self):
        tile = self.tile
        width = tile.get_width()
        x_limit, y_limit = self.get_size()
        x, y = 0, 0
        for y in xrange(0, y_limit, width):
            for x in xrange(0, x_limit, width):
                self.blit(tile, (x, y))

    def update(self):
        self.display_surface.blit(self, (0, 0))
from pygame import Surface, Rect
from pygame.image import load

from esp_hadouken.pgfw.GameChild import GameChild

class Section(Surface, GameChild):

    def __init__(self, parent, left=True):
        GameChild.__init__(self, parent)
        Surface.__init__(self, self.parent.size)
        self.left = left
        self.display_surface = self.get_display_surface()
        self.rect = self.get_rect()
        self.draw_tiles()
        self.fill_borders()
        self.place()

    def draw_tiles(self):
        tile = self.parent.tile
        x_limit, y_limit = self.get_size()
        width = tile.get_width()
        for y in xrange(0, y_limit, width):
            for x in xrange(0, x_limit, width):
                self.blit(tile, (x, y))

    def place(self):
        rect = self.rect
        rect.top = self.parent.top
        if not self.left:
            rect.right = self.display_surface.get_rect().right

    def fill_borders(self):
        reference = self.rect
        top_rect = Rect(reference.topleft, (reference.w, 1))
        bottom_rect = Rect((0, 0), (reference.w, 1))
        bottom_rect.bottom = reference.bottom
        side_rect = Rect((0, 0), (1, reference.h))
        if self.left:
            side_rect.right = reference.right
        color = self.parent.border
        self.fill(color, top_rect)
        self.fill(color, bottom_rect)
        self.fill(color, side_rect)

    def update(self):
        self.display_surface.blit(self, self.rect)
from pygame import Surface
from pygame.image import load

from esp_hadouken.pgfw.GameChild import GameChild
from esp_hadouken.overworld.wall.Section import Section

class Wall(Surface, GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.load_configuration()
        self.load_tile()
        self.set_sections()
        # 224x25 gap: 52

    def load_configuration(self):
        config = self.get_configuration("overworld")
        self.size = config["wall-size"]
        self.top = config["wall-position"]
        self.border = config["wall-border"]

    def load_tile(self):
        self.tile = load(self.get_resource("overworld",
                                           "wall-tile-path")).convert()

    def set_sections(self):
        self.sections = [Section(self, left) for left in False, True]

    def update(self):
        for section in self.sections:
            section.update()
from random import choice

from pygame import PixelArray, Color
from pygame.image import load

from esp_hadouken.pgfw.Sprite import Sprite
from esp_hadouken.dot.engine.Engine import Engine

class Dot(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.engine = Engine(self)
        self.delegate = self.get_delegate()
        self.load_configuration()
        self.load_image()
        self.load_palette()
        self.add_frames()
        self.reset()
        self.subscribe(self.respond)

    def load_configuration(self):
        config = self.get_configuration("dot")
        self.framerate_range = config["framerate-range"]
        self.transparent_color = config["transparent-color"]
        self.frame_count = config["frame-count"]

    def load_image(self):
        image = load(self.get_resource("dot", "image-path")).convert()
        image.set_colorkey(self.transparent_color)
        self.image = image

    def load_palette(self):
        config = self.get_configuration("sprite")
        self.palette = [map(Color, palette) for palette in
                        config["dark-palette"], config["light-palette"]]

    def add_frames(self):
        for ii in xrange(self.frame_count):
            surface = self.image.copy()
            self.paint_frame(surface)
            self.add_frame(surface)

    def paint_frame(self, surface):
        pixels = PixelArray(surface)
        dark, light = map(choice, self.palette)
        pixels.replace((255, 255, 255), light)
        pixels.replace((0, 0, 0), dark)

    def reset(self):
        self.set_framerate(self.framerate_range[1])
        self.engine.reset()

    def respond(self, event):
        if self.delegate.compare(event, "reset-game"):
            self.reset()

    def is_active(self):
        return self.parent.active

    def update(self):
        if self.is_active():
            self.engine.update()
            self.move(*self.engine)
            Sprite.update(self)
from pygame.font import Font

from esp_hadouken.pgfw.GameChild import GameChild
from esp_hadouken.pgfw.Vector import Vector
from esp_hadouken.dot.engine.accelerator.Accelerator import Accelerator
from esp_hadouken.dot.engine.Calibrator import Calibrator
from esp_hadouken.dot.engine.Profile import Profile

class Engine(GameChild, Vector):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.input = self.get_input()
        self.display_surface = self.get_screen()
        self.load_configuration()
        self.display_active = self.check_command_line(self.display_flag)
        self.calibration_active = self.check_command_line(self.calibrate_flag)
        self.accelerator = Accelerator(self)
        self.profile = Profile(self)
        self.accelerator.set_slopes()
        self.add_calibrator()
        self.reset()
        self.init_display()

    def load_configuration(self):
        config = self.get_configuration("engine")
        self.display_flag = config["display-flag"]
        self.calibrate_flag = config["calibrate-flag"]
        self.initial_profile = config["initial-profile"]
        self.font_path = self.get_resource("engine", "font-path")

    def add_calibrator(self):
        if self.calibration_active:
            self.calibrator = Calibrator(self)

    def reset(self):
        Vector.__init__(self)
        self.accelerator.reset()

    def init_display(self):
        if self.display_active:
            self.display_surface = self.get_screen()
            self.font = Font(self.font_path, 14)
            self.render()

    def render(self):
        string = str(self)
        self.text = self.font.render(string, False, (0, 0, 0), (255, 255, 255))
        self.string = string

    def set(self, max_velocity, deceleration):
        self.max_velocity = max_velocity
        self.deceleration = deceleration

    def update(self):
        if self.calibration_active:
            self.calibrator.update()
        self.accelerator.update()
        self.apply_accelerator()
        self.constrain()
        self.decelerate()
        self.display()

    def apply_accelerator(self):
        self += self.accelerator.get_sum()

    def constrain(self):
        self.apply_to_components(self.constrain_component)

    def constrain_component(self, magnitude):
        if magnitude > self.max_velocity:
            return self.max_velocity
        if magnitude < -self.max_velocity:
            return -self.max_velocity
        return magnitude

    def decelerate(self):
        self.apply_to_components(self.decelerate_component)

    def decelerate_component(self, magnitude):
        deceleration = self.deceleration
        if abs(magnitude) < deceleration:
            magnitude = 0
        else:
            if magnitude > 0:
                magnitude -= deceleration
            else:
                magnitude += deceleration
        return magnitude

    def display(self):
        if self.display_active:
            if self.string != str(self):
                self.render()
            self.display_surface.blit(self.text, (0, 0))

    def __str__(self):
        return "[{0: .2f}, {1: .2f}]".format(*self)
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.