from os import mkdir, rename
from os.path import join, exists, dirname, basename
from time import strftime
from math import floor
from random import choice, random
from glob import glob

from pygame import Color, Rect, Surface
from pygame.font import Font
from pygame.image import load
from pygame.mixer import Sound
from pygame.event import clear
from pygame.locals import *

from _send.pgfw.GameChild import GameChild
from _send.pgfw.Animation import Animation
from _send.field.Field import Field
from _send.field.sideline.Sideline import Sideline
from _send.field.Charge import Charge
from _send.Send import SoundEffect

class Fields(Animation):

    def __init__(self, parent):
        Animation.__init__(self, parent)
        self.compare = self.get_delegate().compare
        self.load_configuration()
        self.subscribe(self.respond)
        self.set_sidelines()
        self.charge = Charge(self)
        self.life_meter = LifeMeter(self)
        self.score = Score(self)
        self.result = Result(self)
        music = self.music = []
        for path in sorted(glob(join(self.get_resource("fields", "music-path"),
                                     "[0-9]*"))):
            music.append(Sound(path))
        self.register(self.unsuppress_input)
        self.reset()
        self.read()

    def load_configuration(self):
        config = self.get_configuration("fields")
        self.palette_base = config["palette-base"]
        self.delimiter = config["delimiter"]
        self.fields_path = self.get_resource("fields", "path")
        self.backup_directory_name = self.\
                                     get_configuration("fields",
                                                       "backup-directory-name")

    def respond(self, event):
        if self.compare(event, "reset-game"):
            self.reset()
        elif self.compare(event, "raise-volume") or \
             self.compare(event, "lower-volume"):
            step = .1 * (-1 if event.command == "lower-volume" else 1)
            print step
            for sound in self.music:
                volume = sound.get_volume() + step
                print volume
                if volume < 0:
                    volume = 0
                elif volume > 1:
                    volume = 1
                sound.set_volume(volume)

    def reset(self):
        self.current_index = None
        for sound in self.music:
            sound.stop()
            sound.set_volume(self.get_configuration("fields",
                                                    "music-initial-volume"))
        self.music_index = None
        self.charge.reset()
        self.life_meter.reset()
        self.score.reset()
        self.result.reset()
        self.halt()
        self.suppressing_input = False
        self.loading = False

    def read(self, custom=False):
        path = self.custom_fields_path if custom else self.fields_path
        fields = self.fields = []
        index = {}
        for ii, line in enumerate(open(path)):
            name, parameters, background, foreground = \
                  map(str.strip, line.split(self.delimiter))
            ball, cup, speed, tartan_scale = parameters.split()
            background_color = self.parse_color(background)
            foreground_color = self.parse_color(foreground)
            fields.append(Field(self, name, float(ball), float(cup),
                                float(speed), float(tartan_scale),
                                background_color, foreground_color))
            index[name] = ii
        self.index = index

    def parse_color(self, color):
        return Color(*map(int, color.split(",")))

    def set_sidelines(self):
        self.sidelines = Sideline(self), Sideline(self, True)

    def get(self, name):
        return self.fields[self.get_index(name)]

    def get_index(self, name):
        return self.index[name]

    def get_current_field(self):
        if self.current_index is None:
            return
        return self.fields[self.current_index]

    def load(self, index=None, previous=False, suppress_title=False):
        if index is None:
            if not previous:
                index = self.get_next_index()
            else:
                index = self.get_previous_index()
        if not self.music[1].get_num_channels():
            self.music[1].play(-1)
        # if index / len(self.music) != self.music_index:
        #     if self.music_index is not None:
        #         self.music[self.music_index].fadeout(8000)
        #     self.music_index = index / len(self.music)
        #     self.music[self.music_index].play(-1, 0, 8000)
        current = self.get_current_field()
        if current:
            current.unload()
        self.fields[index].load(suppress_title)
        self.current_index = index
        for sideline in self.sidelines:
            sideline.refresh()
        self.charge.reset()
        self.loading = True

    def get_next_index(self):
        current = self.current_index
        if current is None:
            return 0
        if current == len(self.fields) - 1:
            return current
        return current + 1

    def get_previous_index(self):
        current = self.current_index
        if current is None or current == 0:
            return 0
        return current - 1

    def unsuppress_input(self):
        self.suppressing_input = False

    def write(self):
        fields_path = self.fields_path
        backup_directory_path = join(dirname(fields_path),
                                     self.backup_directory_name)
        if not exists(backup_directory_path):
            mkdir(backup_directory_path)
        rename(fields_path, join(backup_directory_path,
                                 "%s.%s" % (basename(fields_path),
                                            strftime("%Y%m%d%H%M%S"))))
        output = open(fields_path, "w")
        for field in self.fields:
            output.write("%s\n" % field)

    def update(self):
        current = self.get_current_field()
        if current:
            if self.suppressing_input and not self.is_playing(check_all=True):
                self.play(self.unsuppress_input, delay=500, play_once=True)
            current.update()
            for sideline in self.sidelines:
                sideline.update()
            self.charge.update()
            self.life_meter.update()
            self.score.update()
            self.result.update()
            if self.loading:
                self.loading = False
                self.suppressing_input = True
                clear()
        Animation.update(self)


class LifeMeter(GameChild, Rect):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.heart = load(self.get_resource("life-meter", "heart-path")).\
                     convert()
        self.miss = load(self.get_resource("life-meter", "miss-path")).\
                    convert()
        self.initial_lives = self.get_configuration("life-meter",
                                                    "initial-lives")
        self.max_lives = self.get_configuration("life-meter", "max-lives")
        Rect.__init__(self, 0, 0, self.heart.get_width() * self.max_lives,
                      self.heart.get_height())
        self.center = parent.sidelines[1].center
        self.reset()

    def reset(self):
        self.lives = self.initial_lives

    def remove_life(self):
        self.lives -= 1

    def add_life(self):
        if self.lives < self.max_lives:
            self.lives += 1

    def update(self):
        for ii, x in enumerate(xrange(0, self.w, self.w / self.max_lives)):
            image = self.heart if ii < self.lives else self.miss
            self.display_surface.blit(image, self.move(x, 0))


class Score(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        font = self.font = Font(self.get_resource("display", "font-path"), 24)
        self.high_score = 0
        path = self.get_resource("score", "path")
        if path is not None:
            for line in open(path):
                if int(line) > self.high_score:
                    self.high_score = int(line)
        self.set_high_score_surface()
        self.reset()

    def set_high_score_surface(self):
        font = Font(self.get_resource("display", "font-path"), 10)
        top = font.render("best", True, (221, 172, 227), (255, 255, 255))
        bottom = font.render(str(self.high_score), True, (170, 132, 208),
                             (255, 255, 255))
        tr, br = top.get_rect(), bottom.get_rect()
        surface = self.high_score_surface = Surface((max(tr.w, br.w) + 4,
                                                     tr.h + br.h))
        surface.fill((255, 255, 255))
        rect = self.high_score_rect = surface.get_rect()
        tr.midtop = rect.midtop
        surface.blit(top, tr)
        br.midbottom = rect.midbottom
        surface.blit(bottom, br)
        rect.bottomright = self.display_surface.get_rect().bottomright

    def reset(self):
        self.score = 0
        self.set_surface()

    def increase(self, amount):
        self.score += amount
        self.set_surface()
        if self.score > self.high_score:
            self.high_score = self.score
            self.set_high_score_surface()

    def set_surface(self):
        text = str(self.score)
        font = self.font
        width, height = font.size(text)
        text_surface = Surface((width + 4, height), SRCALPHA)
        text_surface.blit(font.render(text, True, (255, 255, 0)), (0, 0))
        text_surface.blit(font.render(text, True, (0, 255, 0)), (4, 0))
        background = (255, 255, 255)
        text_surface.blit(font.render(text, True, (0, 0, 255)), (2, 0))
        text_rect = text_surface.get_rect()
        surface = self.surface = Surface(text_rect.inflate(12, 2).size,
                                         SRCALPHA)
        surface.fill(background)
        rect = self.rect = surface.get_rect()
        text_rect.center = rect.center
        rect.center = self.parent.sidelines[0].center
        surface.blit(text_surface, text_rect)

    def update(self):
        self.display_surface.blit(self.surface, self.rect)
        self.display_surface.blit(self.high_score_surface, self.high_score_rect)


class Result(Animation):

    def __init__(self, parent):
        Animation.__init__(self, parent, self.render)
        self.register(self.render,
                      self.get_configuration("result", "framerate"))
        self.delegate = self.get_game().delegate
        self.display_surface = self.get_display_surface()
        self.subscribe(self.respond)
        config = self.get_configuration("result")
        regions = self.regions = config["text"]
        portholes = self.portholes = {}
        for path in glob(join(self.get_resource("result", "porthole-path"),
                              "*")):
            portholes[basename(path).split(".")[0].upper()] = load(path).\
                                                              convert_alpha()
        self.font = Font(self.get_resource("display", "font-path"),
                         config["font-size"])
        self.main_color_probability = config["main-color-probability"]
        text_colors = self.text_colors = {}
        for ii, color in enumerate(config["colors"]):
            text_colors[regions[ii]] = Color(color + "FF")
        self.success_audio = SoundEffect(self.get_resource("result",
                                                           "success-audio"), .2)
        self.miss_audio = SoundEffect(self.get_resource("result", "miss-audio"),
                                      1.0)
        self.next_level_audio = SoundEffect(self.\
                                            get_resource("result",
                                                         "next-level-audio"),
                                            .1)
        self.reset()

    def respond(self, event):
        if self.is_playing() and self.delegate.compare(event, "any"):
            if self.success:
                self.parent.load()
                self.next_level_audio.play()
            else:
                if self.parent.life_meter.lives > 0:
                    self.parent.load(self.parent.current_index,
                                     suppress_title=True)
                else:
                    path = self.get_resource("score", "path")
                    if path is None:
                        path = join(\
                            self.get_configuration("setup",
                                                   "resource-search-path")[0],
                            self.get_configuration("score", "path"))
                    open(path, "a").write(str(self.parent.score.score) + "\n")
                    self.parent.score.reset()
                    self.parent.life_meter.reset()
                    self.parent.load(0)
            self.reset()

    def reset(self):
        self.halt()

    def render(self):
        font = self.font
        region = self.regions[self.region_index]
        color = self.text_colors[region]
        if self.region_index > 0 and random() > self.main_color_probability:
            colors = self.text_colors.copy()
            colors.pop(self.regions[0])
            colors.pop(region)
            color = choice(colors.values())
        text = font.render(region, True, color, (255, 255, 255))
        tr = text.get_rect()
        surface = self.text_surface = Surface((tr.w + 50, tr.h + 10), SRCALPHA)
        surface.fill((255, 255, 255))
        rect = self.text_rect = surface.get_rect()
        tr.center = rect.center
        surface.blit(text, tr)
        rect.center = self.display_surface.get_rect().center

    def evaluate(self):
        field = self.parent.get_current_field()
        ball, cup = field.ball, field.cup
        if not ball.rect.colliderect(cup.location):
            self.parent.life_meter.remove_life()
            self.set_region(0)
            self.success = False
            if self.parent.life_meter.lives > 0:
                self.miss_audio.play()
            else:
                self.miss_audio.play(-1)
                self.miss_audio.fadeout(2600)
        else:
            distance = max(abs(ball.location.centerx - cup.location.centerx),
                           abs(ball.location.centery - cup.location.centery))
            ratio = 1 - float(distance) / (cup.location.w / 2 + \
                                           ball.location.w / 2 + 1)
            index = int(floor(len(self.regions[1:]) * ratio))
            self.parent.score.increase((self.parent.current_index + 1) * \
                                       (index + 1))
            self.set_region(index + 1)
            self.success = True
            self.success_audio.play()
            fields = self.parent
            level_index = fields.current_index
            if level_index != len(fields.index) - 1 and level_index % 5 == 4:
                fields.life_meter.add_life()
        self.play()

    def set_region(self, index):
        self.region_index = index
        surface = self.porthole_surface = self.portholes[self.regions[\
            self.region_index]]
        rect = self.porthole_rect = surface.get_rect()
        rect.center = self.display_surface.get_rect().center

    def update(self):
        if self.is_playing():
            Animation.update(self)
            self.display_surface.blit(self.porthole_surface, self.porthole_rect)
            self.display_surface.blit(self.text_surface, self.text_rect)
3.129.23.30
3.129.23.30
3.129.23.30
 
March 3, 2021

Video 📺

Computers are a gun. They can see the target; they can pull the trigger. Computers were made by the military to blow people's brains out if they stepped out of line. Google Coral is the same technology that pollutes the oceans, and so is the computer I'm using, and so are the platforms I'm using to post this.

Game 🎲

Games are a context in which all play is purposeful. Games expose the fundamentally nihilistic nature of the universe and futility of pursuing any path other than the inevitability of death and the torture of an evil that knows and exploits absolute freedom. Games are not educational; they are education.

Propaganda 🆒

Education is propaganda — ego driven by-product conveying nothing that would enable us to expose that vanities made for gain subject us further to an illusion created by those in control: the illusion that quantity can represent substance and that data or observation can replace meaning. And why say it, or how, without contradicting yourself, that everything, once registered, no longer exists, and in fact never did, exists only in relation to other non-existent things, and when you look, it's not there, not only because it's long vanished, but because where would it be?


fig. 2: Gamer goo is a lubricant — not for your skin, but for facilitating your ability to own the competition (image from Gamer goo review)

As a result of video games, the great Trojan horse 🎠 of imperialist consumerist representationalism, people are divided in halves to encourage them to act according to market ordained impulses, to feign assurance, penetrating themselves deeper into a tyranny from which every action signals allegiance, confusing the world with definitions and borders, constantly struggling to balance or brace themselves against forces that threaten the crumbling stability of their ego.

F

or example, a cup 🥃 is designed and built to hold something, maintain order and prevent chaos. It keeps water from spilling back to where it belongs, back where it wants to go and gravity wants it to go. The cup is a trap, and it is used to assert dominance over nature, to fill with thoughts about existence, time and self, thoughts regarding dissimilarity between equal parts and patterns that manifest in variation. These ruminations disguised as revelations boil away to reveal isolated and self-aggrandizing thoughts about an analogy fabricated to herald the profundity of one's campaign's propaganda. You have no authentic impulse except to feed a delusion of ultimate and final supremacy. That is why you play games. That is your nature. That is why you eventually smash the cup to bits 💥 or otherwise watch it disintegrate forever because it, by being useful, threatens your facade of ownership and control.


fig. 3: worth1000

The cup is you; it reflects you; it is a lens through which you see yourself; it reassures you, confirming your presence; it says something, being something you can observe. When you move, it moves, and it opens after being closed. You can use it as a vessel for penetration fantasies, keeping you warm and fertile, a fine host for the plague of consciousness, you reptile, you sun scorched transgressor that not only bites the hand that feeds, but buries it deep within a sterile chamber where nothing remains for it as a means of escape except the corpses of others that infringed upon your feeding frenzy.