import pygame

class Animation:

    def __init__(self, frame_duration):
        self.reset_ticks()
        self.updates_this_cycle = 1
        self.overflow = 0
        self.update_count = 1
        self.actual_frame_duration = 0
        self.target_frame_duration = frame_duration
        self.stopping = False

    def reset_ticks(self):
        self.last_ticks = self.get_ticks()

    def play(self):
        while not self.stopping:
            self.advance_frame()
            self.update_frame_duration()
            self.update_overflow()
        self.stopping = False

    def advance_frame(self):
        while self.update_count > 0:
            self.sequence()
            self.update_count -= 1

    def update_frame_duration(self):
        last_ticks = self.last_ticks
        actual_frame_duration = self.get_ticks() - last_ticks
        last_ticks = self.get_ticks()
        wait_duration = self.get_configuration()["display-wait-duration"]
        while actual_frame_duration < self.target_frame_duration:
            pygame.time.wait(wait_duration)
            actual_frame_duration += self.get_ticks() - last_ticks
            last_ticks = self.get_ticks()
        self.actual_frame_duration = actual_frame_duration
        self.last_ticks = last_ticks

    def get_ticks(self):
        return pygame.time.get_ticks()

    def update_overflow(self):
        self.update_count = 1
        target_frame_duration = self.target_frame_duration
        overflow = self.overflow
        overflow += self.actual_frame_duration - target_frame_duration
        while overflow > target_frame_duration:
            self.update_count += 1
            overflow -= target_frame_duration
        overflow = self.overflow

    def stop(self):
        self.stopping = True

    def clear_queue(self):
        self.update_count = 1
from pygame import event
from pygame.locals import *

from GameChild import *

class EventDelegate(GameChild):

    command_event = USEREVENT
    state_change_event = USEREVENT + 1

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.subscribers = dict()
        self.disable()

    def enable(self):
        self.enabled = True

    def disable(self):
        self.enabled = False

    def dispatch_events(self):
        if self.enabled:
            subscribers = self.subscribers
            for evt in event.get():
                kind = evt.type
                if kind in subscribers:
                    for subscriber in subscribers[kind]:
                        subscriber(evt)
        else:
            event.pump()

    def add_subscriber(self, kind, callback):
        subscribers = self.subscribers
        if kind not in subscribers:
            subscribers[kind] = list()
        subscribers[kind].append(callback)

    @classmethod
    def post_event(self, id, **kw):
        event.post(event.Event(id, **kw))
import sys

import pygame
from pygame.locals import *

from GameChild import *
from Animation import *
from Audio import *
from Display import *
from configuration.Configuration import *
from EventDelegate import *
from Input import *
from ScreenGrabber import *
from introduction.Introduction import *
from world.World import *

class Game(GameChild, Animation):
    
    def __init__(self):
        GameChild.__init__(self)
        self.configuration = Configuration()
        Animation.__init__(self, self.configuration["display-frame-duration"])
        pygame.init()
        self.add_children()
        self.subscribe_to_events()
        self.clear_queue()
        self.delegate.enable()
        self.introduction.activate()

    def add_children(self):
        self.audio = Audio(self)
        self.display = Display(self)
        self.delegate = EventDelegate(self)
        self.input = Input(self)
        self.screen_grabber = ScreenGrabber(self)
        self.introduction = Introduction(self)
        self.world = World(self)

    def subscribe_to_events(self):
        self.subscribe_to(QUIT, self.end)
        self.subscribe_to(Input.command_event, self.end)

    def get_configuration(self):
        return self.configuration

    def get_input(self):
        return self.input

    def sequence(self):
        self.delegate.dispatch_events()
        self.world.update()
        pygame.display.update()

    def end(self, evt):
        if evt.type == QUIT or evt.command == "quit":
            sys.exit()
from pygame.mixer import Channel, Sound, music

from GameChild import *

class Audio(GameChild):

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.set_channels()

    def set_channels(self):
        config = self.get_configuration()
        self.bg_channel = Channel(config["audio-bg-channel"])

    def play_bgm(self, path, stream=False):
        if stream:
            self.bg_channel.stop()
            music.load(path)
            music.play(-1)
        else:
            music.stop()
            self.bg_channel.play(Sound(path), -1)
from transistors.GameChild import *
from slides.Slides import *

from transistors.EventDelegate import *

class Introduction(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.slides = Slides(self)
        self.subscribe_to_events()

    def subscribe_to_events(self):
        self.subscribe_to(EventDelegate.command_event, self.advance)

    def reset(self):
        self.slides.reset()

    def activate(self):
        self.active = True
        self.set_music()
        self.draw()

    def deactivate(self):
        self.active = False

    def set_music(self):
        self.get_audio().play_bgm(self.get_resource("introduction-music-path"))

    def advance(self, evt):
        if self.active and evt.command == "release":
            if self.slides.advance():
                self.draw()
            else:
                self.deactivate()
                EventDelegate.post_event(EventDelegate.state_change_event,
                                         state="introduction-finished")

    def draw(self):
        self.slides.draw()
3.238.121.7
3.238.121.7
3.238.121.7
 
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.