import sys

import pygame
from pygame import mouse, display, key
from pygame.locals import *

from GameChild import *
from Animation import *
from Audio import *
from Display import *
from Configuration import *
from EventDelegate import *
from Input import *
from ScreenGrabber import *
from Timer import *
from PauseScreen import *
from introduction.Introduction import *
from overworld.Overworld import *
from levels.LevelFactory import *
from ending.Ending import *
from scoreboard.HighScores import *
from scoreboard.GlyphPalette import *

class Game(GameChild, Animation):

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

    def add_children(self):
        self.delegate = EventDelegate(self)
        self.display = Display(self)
        self.input = Input(self)
        self.audio = Audio(self)
        self.screen_grabber = ScreenGrabber(self)
        self.timer = Timer(self)
        self.pause_screen = PauseScreen(self)
        self.introduction = Introduction(self)
        self.overworld = Overworld(self)
        self.level_factory = LevelFactory(self)
        self.glyph_palette = GlyphPalette(self)
        self.ending = Ending(self)
        self.high_scores = HighScores(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.introduction.update()
        self.overworld.update()
        self.level_factory.update()
        display.update()

    def end(self, evt):
        if evt.type == QUIT or evt.command == "quit":
            sys.exit()
        elif evt.command == "skip" and key.get_mods() & KMOD_LSHIFT:
            self.skip_to_ending()

    def skip_to_ending(self):
        self.timer.conceal()
        self.introduction.deactivate()
        self.ending.display()
from pygame import Color

from esp_hadouken.GameChild import *
from esp_hadouken.Font import *

class InputMessage(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.render()
        self.set_rect()

    def render(self):
        config = self.get_configuration()
        size = config["ending-input-message-size"]
        text = config["ending-input-message"]
        color = Color(config["ending-input-message-color"])
        background = Color(config["ending-input-message-bg"])
        self.message = Font(self, size).render(text, True, color, background)

    def set_rect(self):
        relative = self.parent.get_rect()
        rect = self.message.get_rect()
        rect.centerx = relative.centerx
        rect.top = self.get_configuration()["ending-input-message-y"]
        self.rect = rect

    def activate(self):
        self.active = True

    def deactivate(self):
        self.active = False

    def update(self):
        if self.active:
            self.draw()

    def draw(self):
        self.parent.blit(self.message, self.rect)
from pygame import Surface, image

from esp_hadouken.GameChild import *
from esp_hadouken.Input import *
from esp_hadouken.Toy import *
from Score import *
from name_prompt.NamePrompt import *
from InputMessage import *
from esp_hadouken.scoreboard.Scoreboard import *

class Ending(GameChild, Surface):

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.display_surface = self.get_screen()
        Surface.__init__(self, self.display_surface.get_size())
        self.add_children()
        self.subscribe_to_events()
        self.set_background()
        self.deactivate()

    def add_children(self):
        self.score = Score(self)
        self.name_prompt = NamePrompt(self)
        self.input_message = InputMessage(self)
        self.scoreboard = Scoreboard(self)

    def subscribe_to_events(self):
        self.subscribe_to(USEREVENT, self.display)
        self.subscribe_to(Input.command_event, self.run_command)

    def display(self, evt=None):
        if not evt or evt.name == "toy-collected":
            self.deactivate()
            self.activate()
            self.activate_initial_widgets()
            self.update()

    def activate(self):
        self.active = True
        self.start_music()

    def activate_initial_widgets(self):
        self.input_message.activate()
        self.name_prompt.activate()
        self.score.activate()

    def deactivate(self):
        self.active = False
        self.deactivate_initial_widgets()
        self.scoreboard.deactivate()

    def deactivate_initial_widgets(self):
        self.input_message.deactivate()
        self.name_prompt.deactivate()
        self.score.deactivate()

    def run_command(self, evt):
        if evt.command == "reset":
            self.deactivate()
        if self.active and evt.command == "advance":
            if self.name_prompt.active:
                self.deactivate_initial_widgets()
                self.update()
                self.get_high_scores().add(self.name_prompt.get_initials())
                self.scoreboard.activate()
            else:
                self.get_input().post_command("reset")

    def set_background(self):
        path = self.get_resource("ending-bg-path")
        background = image.load(path).convert()
        self.background = background

    def set_toy(self):
        toy = Toy(self)
        config = self.get_configuration()
        toy.resize(config["ending-toy-size"])
        toy.place(config["ending-toy-position"])
        toy.show()
        self.toy = toy

    def start_music(self):
        path = self.get_resource("ending-audio-path")
        self.get_audio().play_bgm(path)

    def update(self):
        self.clear()
        self.score.update()
        self.name_prompt.update()
        self.scoreboard.update()
        self.draw()

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

    def draw(self):
        self.display_surface.blit(self, (0, 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.