from glob import glob
from os.path import join

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

from lib.pgfw.pgfw.GameChild import GameChild

class View(GameChild):

    MAX_ALPHA = 255

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.index = 0
        self.alpha = self.MAX_ALPHA
        self.frame_index = 1
        self.display_surface = self.get_display_surface()
        self.load_configuration()
        self.set_frames()

    def load_configuration(self):
        config = self.get_configuration("view")
        self.coordinates = config["coordinates"]
        self.root = config["path"]
        self.alpha_step = config["alpha-step"]

    def set_frames(self):
        frames = []
        for path in sorted(glob(join(self.get_resource(self.root), "[0-9]*"))):
            frames.append(load(path).convert())
        self.frames = frames

    def update(self):
        self.decrement_alpha()
        self.draw()

    def decrement_alpha(self):
        alpha = self.alpha - self.alpha_step
        if alpha <= 0:
            alpha = self.MAX_ALPHA
            self.get_previous_frame().set_alpha(alpha)
            self.increment_frame_index()
        self.get_previous_frame().set_alpha(alpha)
        self.alpha = alpha

    def get_current_frame(self):
        return self.frames[self.frame_index]

    def increment_frame_index(self):
        index = self.frame_index + 1
        if index >= len(self.frames):
            index = 0
        self.frame_index = index

    def draw(self):
        display_surface = self.display_surface
        coordinates = self.coordinates
        display_surface.blit(self.get_current_frame(), coordinates)
        display_surface.blit(self.get_previous_frame(), coordinates)

    def get_previous_frame(self):
        frames = self.frames
        index = self.frame_index - 1
        if index < 0:
            index = len(frames) - 1
        return frames[index]
from pygame import Rect

from lib.pgfw.pgfw.GameChild import GameChild

class Collection(GameChild, Rect):

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

    def load_configuration(self):
        config = self.get_configuration("collection")
        self.coordinates = config["coordinates"]
        self.size = config["size"]

    def init_rect(self):
        Rect.__init__(self, self.coordinates, self.size)
from os.path import join
from glob import glob

from pygame import Surface
from pygame.image import load

from lib.pgfw.pgfw.GameChild import GameChild
from food_spring.gaia.Swapper import Swapper

class Gaia(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.offset = self.get_configuration("gaia", "offset")
        self.set_images()
        self.swapper = Swapper(self)

    def set_images(self):
        images = []
        for path in sorted(glob(join(self.get_resource("gaia", "path"),
                                     "*.png"))):
            images.append(load(path).convert_alpha())
        self.images = images
from random import shuffle, choice

from pygame import Surface
from pygame.time import get_ticks
from pygame.locals import *

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

class Swapper(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.load_configuration()
        self.init_surface()
        self.set_segments()

    def load_configuration(self):
        config = self.get_configuration("introduction")
        self.segment_count = config["segments"]
        self.transition_time = config["transition"]

    def init_surface(self):
        parent = self.parent
        offset = parent.offset
        line, spread  = parent.images
        Surface.__init__(self, (line.get_width(), line.get_height() + offset),
                         SRCALPHA)
        self.blit(line, (0, 0))
        self.blit(spread, (0, offset))
        rect = self.get_rect()
        rect.left = self.get_display_surface().get_width() / 2 - \
                    self.get_width() / 2
        self.rect = rect

    def set_segments(self):
        width, height = self.get_size()
        count = self.segment_count
        segment_width = width / count
        remainder = width % count
        x = 0
        segments = []
        for _ in xrange(count):
            adjusted_width = segment_width + (remainder > 0)
            segments.append(Segment(self, x, 0, adjusted_width, height))
            x += adjusted_width
            remainder -= 1
        self.segments = segments

    def swap(self, p, q):
        if isinstance(p, int):
            p, q = self.segments[p], self.segments[q]
        if not (p.moving() or q.moving()):
            p.set_destination(q.location.right)
            q.set_destination(p.location.right)

    def update(self):
        for segment in self.segments:
            segment.update()
        self.swap(choice(self.segments), choice(self.segments))


class Segment(Sprite):

    def __init__(self, parent, *args):
        Sprite.__init__(self, parent)
        self.add_frame(self.parent.subsurface(args).copy())
        self.location.topleft = args[0] + self.parent.rect.left, args[1]
        self.destination = self.location.right

    def moving(self):
        return self.destination != self.location.right

    def set_destination(self, right):
        self.destination = right
        self.distance = abs(self.location.right - right)
        self.last_ticks = get_ticks()

    def update(self):
        right = self.location.right
        destination = self.destination
        ticks = get_ticks()
        if self.moving():
            elapsed = float(ticks - self.last_ticks)
            step = int(self.distance * elapsed / self.parent.transition_time) \
                   or 1
            if destination < right:
                step = -step
            self.move(step)
            if abs(step) >= abs(self.location.right - destination):
                self.location.right = destination
        self.last_ticks = ticks
        Sprite.update(self)
216.73.216.181
216.73.216.181
216.73.216.181
 
June 23, 2019

is pikachu dead

yes and how about that for a brain tickler that what you're seeing all along was a ghost. we used a digital stream of bits that in the future we call blood to recreate everything as a malleable substance that is projected through computers over a massive interstellar network that runs faster than the speed of light in order to simultaneously exist at every moment in time exactly the same way effectively creating a new dimension through which you can experience the timeless joy of video games. you can press a button and watch the impact of your actions instantaneously resonate eternally across an infinite landscape as you the master of a constantly regenerating universe supplant your reality with your imagination giving profoundly new meaning to the phrase what goes around comes around as what comes around is the manifestation of the thoughts you had before you were aware of them. thoughts before they were thought and actions before they were done! it's so revolutionary we saved it for 10,000 years from now but it's all recycled here in the past with you at the helm and the future at the tips of your fingers