from random import choice
from lib.pgfw.pgfw.Sprite import Sprite

class Gun(Sprite):

    def __init__(self, parent, path):
        Sprite.__init__(self, parent)
        self.load_from_path(path, True)
        self.set_framerate(self.get_configuration("gun", "framerate"))
        self.reset()

    def reset(self):
        self.hide()
        self.unfollow()

    def hide(self):
        self.visible = False

    def unfollow(self):
        self.following = False

    def show(self):
        self.visible = True

    def follow(self, food):
        self.food = food
        self.following = True

    def update(self):
        if self.visible:
            if self.following:
                self.location.centerx = self.food.location.centerx
            Sprite.update(self)
from os import listdir
from os.path import join

from pygame import Surface

from lib.pgfw.pgfw.GameChild import GameChild
from food_spring.gun.Gun import Gun

class GunLibrary(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.load_configuration()
        self.set_guns()

    def load_configuration(self):
        config = self.get_configuration("gun")
        self.root = config["path"]

    def set_guns(self):
        for ii in xrange(4):
            self.append(Guns(self, self.get_resource(join(self.root, str(ii)))))


class Guns(GameChild, list):

    def __init__(self, parent, root):
        GameChild.__init__(self, parent)
        for path in sorted(listdir(root)):
            self.append(Gun(self, join(root, path)))
        self.reset()

    def reset(self):
        for gun in self:
            gun.reset()
            gun.unfollow()

    def hide(self, exclude=None):
        for gun in self:
            gun.hide()
        if exclude is not None:
            self[exclude].show()

    def update(self):
        for gun in self:
            gun.update()
from pygame import Surface

from lib.pgfw.pgfw.Animation import Animation
from food_spring.introduction.Epithet import Epithet

class Introduction(Animation):

    def __init__(self, parent):
        Animation.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.audio = self.get_audio()
        self.delegate = self.get_delegate()
        self.audio_path = self.get_resource("introduction", "audio")
        self.set_background()
        self.epithet = Epithet(self)
        self.spanky = parent.spanky
        self.reset()
        self.deactivate()
        self.subscribe(self.respond)

    def set_background(self):
        surface = Surface(self.display_surface.get_size())
        surface.fill((0, 0, 0))
        self.background = surface

    def respond(self, event):
        if self.active:
            if self.delegate.compare(event, "any"):
                self.deactivate()
                self.parent.title.queue_activation()

    def reset(self):
        self.display_surface.blit(self.background, (0, 0))

    def deactivate(self):
        self.active = False
        self.audio.stop_current_channel()

    def activate(self):
        self.active = True
        self.audio.play_bgm(self.audio_path)
        self.spanky.location.midbottom = \
                                       self.display_surface.get_rect().midbottom

    def update(self):
        if self.active:
            self.clear()
            Animation.update(self)
            self.parent.gaia.swapper.update()
            self.epithet.update()
            self.spanky.update()

    def clear(self):
        for rect in (self.parent.gaia.swapper.rect, self.spanky.location):
            self.display_surface.blit(self.background, rect, rect)
        self.epithet.clear()
from random import randint

from pygame import Rect, Surface, Color
from pygame.font import Font

from lib.pgfw.pgfw.GameChild import GameChild
from lib.pgfw.pgfw.Sprite import Sprite

class Epithet(GameChild, Rect):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.load_configuration()
        self.init_rect()
        self.set_glyphs()

    def load_configuration(self):
        config = self.get_configuration("epithet")
        self.font_path = self.get_resource("display", "font-path")
        self.width = config["width"]
        self.margin = config["margin"]
        self.text = config["text"]
        self.color = config["color"]
        self.i_color = config["i-color"]
        self.t_color = config["t-color"]
        self.font_size = config["font-size"]
        self.it_size = config["it-size"]

    def init_rect(self):
        Rect.__init__(self, 0, 0, self.width, 0)
        self.midtop = self.get_display_surface().get_rect().centerx, self.margin

    def set_glyphs(self):
        glyphs = []
        for ii, character in enumerate(self.text):
            if character != " ":
                color = None
                if character in "IT":
                    size = self.it_size
                    italic = True
                    bold = True
                    if character == "I":
                        color = self.i_color
                    elif character == "T":
                        color = self.t_color
                else:
                    size = self.font_size
                    italic = False
                    bold = False
                glyphs.append(Glyph(self, character, color, size, bold, italic,
                                    ii))
        self.glyphs = glyphs

    def update(self):
        for glyph in self.glyphs:
            glyph.update()

    def clear(self):
        parent = self.parent
        for glyph in self.glyphs:
            for location in glyph.locations:
                parent.display_surface.blit(parent.background, location,
                                            location)


class Glyph(Sprite):

    def __init__(self, parent, character, color, size, bold, italic, ii):
        Sprite.__init__(self, parent, randint(40, 120))
        self.set_frames(character, size, color, bold, italic)
        self.place(ii)
        self.add_location(offset=(-5, 8))

    def set_frames(self, character, size, color, bold, italic):
        color = Color(0, 0, 0)
        background_color = Color(0, 0, 0)
        count = 30
        font = Font(self.parent.font_path, size)
        font.set_italic(italic)
        font.set_bold(bold)
        for ii in xrange(count):
            hue = randint(0, 255)
            color.hsla = hue, 100, 50, randint(30, 100)
            background_hue = hue + 128
            if background_hue > 255:
                background_hue -= 255
            background_color.hsla = background_hue, 100, 50, randint(30, 100)
            frame = font.render(character, True, color, background_color)
            if not ii % (count / 6):
                surface = Surface(frame.get_size())
                surface.set_colorkey((0, 0, 0))
                midpoint = frame.get_width() / 2
                surface.blit(frame, (midpoint, 0))
                surface.blit(frame, (-midpoint, 0))
                frame = surface
            self.add_frame(frame)

    def place(self, ii):
        parent = self.parent
        offset = int(parent.w * float(ii) / (len(parent.text) - 1))
        self.location.center = parent.left + offset, parent.top
54.196.103.26
54.196.103.26
54.196.103.26
 
July 19, 2017


f1. BOSS

Games are corrupt dissolutions of nature modeled on prison, ordering a census from the shadows of a vile casino, splintered into shattered glass, pushing symbols, rusted, stale, charred, ultraviolet harbingers of consumption and violence, badges without merit that host a disease of destruction and decay.

You are trapped. You are so trapped your only recourse of action is to imagine an escape route and deny your existence so fully that your dream world becomes the only reality you know. You are fleeing deeper and deeper into a chasm of self-delusion.

While you're dragging your listless, distending corpus from one cell to another, amassing rewards, upgrades, bonuses, achievements, prizes, add-ons and status boosts in rapid succession, stop to think about what's inside the boxes because each one contains a vacuous, soul-sucking nightmare.

Playing can be an awful experience that spirals one into a void of harm and chaos, one so bad it creates a cycle between the greater and lesser systems, each breaking the other's rules. One may succeed by acting in a way that ruins the world.


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