from random import randint
from operator import sub

from pygame import Surface

from esp_hadouken.GameChild import *

class Barrier(GameChild, Surface):

    dir_r, dir_l = 1, -1

    def __init__(self, parent, y, sibling=None):
        GameChild.__init__(self, parent)
        self.y = y
        self.sibling = sibling
        self.init_surface()

    def init_surface(self):
        size = self.determine_size()
        Surface.__init__(self, (size, size))
        self.fill(self.parent.transparent_color)
        self.set_rect()

    def determine_size(self):
        parent = self.parent
        size_range = parent.size_range
        pos = float(self.y) / -sub(*parent.y_range)
        return pos * -sub(*size_range) + size_range[0]

    def set_rect(self):
        rect = self.get_rect()
        rect.top = self.y
        sibling = self.sibling
        if not sibling:
            growth = self.dir_r
            rect.top = self.y
            rect.left = self.generate_initial_x()
        else:
            growth = sibling.growth
            if growth == self.dir_r:
                rect.left = sibling.rect.right
                if rect.right > self.parent.get_width():
                    growth = self.dir_l
                    rect.right = sibling.rect.left
            if growth == self.dir_l:
                rect.right = sibling.rect.left
                if rect.left < 0:
                    growth = self.dir_r
                    rect.left = sibling.rect.right
        self.growth = growth
        self.rect = rect
        self.x = rect.left
        self.set_heading()
        self.set_step()

    def generate_initial_x(self):
        parent = self.parent
        return randint(0, parent.get_width() - parent.size_range[0])

    def set_heading(self):
        if self.rect.centerx > self.parent.get_width() / 2:
            heading = self.dir_l
        else:
            heading = self.dir_r
        self.heading = heading

    def set_step(self):
        parent = self.parent
        center = parent.get_width() / 2
        rnge = abs((self.rect.centerx - center) * 2)
        self.step = float(rnge) / parent.step_limit

    def toggle_heading(self):
        heading = self.heading
        if heading == self.dir_l:
            heading = self.dir_r
        else:
            heading = self.dir_l
        self.heading = heading

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

    def move(self):
        self.x += self.heading * self.step
        self.rect.left = self.x
        
    def draw(self):
        self.parent.area.blit(self, self.rect)
from esp_hadouken.levels.Level import *
from Gauntlet import *

class Horse(Level):

    def __init__(self, parent):
        Level.__init__(self, parent)

    def set_void(self):
        self.void = Gauntlet(self)
from random import randint
from operator import sub

from pygame import draw

from esp_hadouken.GameChild import *

class Bubble(GameChild):

    def __init__(self, parent, y=None):
        GameChild.__init__(self, parent)
        self.y = y
        self.set_x()

    def set_x(self):
        self.x = self.parent.get_width() / 2

    def update(self):
        self.y += self.parent.scroll_speed
        self.set_radius()

    def set_radius(self):
        parent = self.parent
        radius_range = parent.radius_range
        pos = float(self.y) / -sub(*parent.y_range)
        self.radius = int(pos * -sub(*radius_range) + radius_range[0])

    def draw(self):
        parent = self.parent
        center = self.x, self.y
        draw.circle(parent.area, parent.transparent_color, center, self.radius)
from random import randint

from pygame import Color, Surface

from esp_hadouken import levels
from Bubble import *

class Void(levels.Void.Void):

    def __init__(self, parent):
        levels.Void.Void.__init__(self, parent)
        self.iterations = 0
        self.read_configuration()
        self.set_area()
        self.show()

    def read_configuration(self):
        config = self.get_configuration()
        self.switch_frequency = config["tooth-level-switch-frequency"]
        self.scroll_speed = config["tooth-level-scroll-speed"]
        self.padding = config["tooth-level-void-padding"]
        self.radius_range = config["tooth-level-radius-range"]
        self.spawn_range = config["tooth-level-spawn-range"]

    def set_area(self):
        self.set_y_range()
        y_range = self.y_range
        height = y_range[1] - y_range[0]
        area = Surface((self.parent.get_width(), height)).convert()
        self.area_bg = Surface(area.get_size()).convert()
        self.area = area
        self.generate_bubbles()

    def set_y_range(self):
        padding = self.padding
        parent = self.parent
        start = parent.bandit.rect.bottom + padding[0]
        end = parent.get_height() - padding[1]
        self.y_range = start, end

    def generate_bubbles(self):
        self.bubbles = []
        y = self.get_height()
        while y > -self.radius_range[0]:
            self.add_bubble(y)
            y -= self.next_spawn + self.radius_range[0]

    def add_bubble(self, y=None):
        if y is None:
            y = -self.radius_range[0]
        self.bubbles.insert(0, Bubble(self, y))
        self.next_spawn = randint(*self.spawn_range)

    def toggle(self):
        if self.visible:
            self.hide()
        else:
            self.show()

    def show(self):
        self.visible = True

    def hide(self):
        self.visible = False

    def update_area(self):
        self.update_bubbles()
        iterations = self.iterations + 1
        if 1.0 / iterations <= self.switch_frequency:
            self.toggle()
            iterations = 0
        if self.visible:
            self.clear_area()
            self.draw_area()
        self.iterations = iterations

    def update_bubbles(self):
        bubbles = self.bubbles
        radius_range = self.radius_range
        if bubbles[0].y - radius_range[0] > self.next_spawn:
            self.add_bubble()
        for bubble in bubbles:
            if bubble.y > self.y_range[1] + radius_range[1]:
                bubbles.remove(bubble)
            else:
                bubble.update()

    def clear_area(self):
        self.area.blit(self.area_bg, (0, 0))

    def draw_area(self):
        self.draw_bubbles()
        self.blit(self.area, (0, self.y_range[0]))

    def draw_bubbles(self):
        for bubble in self.bubbles:
            bubble.draw()
216.73.216.89
216.73.216.89
216.73.216.89
 
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