from esp_hadouken.pgfw.GameChild import GameChild
from esp_hadouken.title.background.Sky import Sky
from esp_hadouken.title.background.Mask import Mask

class Background(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.sky = Sky(self)
        self.mask = Mask(self)

    def update(self):
        self.sky.update()
        self.mask.update()
from pygame import Surface, Color, PixelArray
from pygame.image import load

from esp_hadouken.pgfw.GameChild import GameChild

class Mask(Surface, GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_screen()
        self.transparent_color = 0xFF00FF
        self.load_configuration()
        self.init_surface()
        self.modify()

    def init_surface(self):
        Surface.__init__(self, self.display_surface.get_size())
        self.set_colorkey(self.transparent_color)
        self.blit(load(self.vector_path).convert(), (0, 0))

    def load_configuration(self):
        get = self.get_resource
        config = self.get_configuration("title")
        self.vector_path = get("title", "mask-vector-path")
        self.vector_color = Color(config["mask-vector-colors"][2])
        self.foreground_path = get("title", "mask-foreground-path")

    def modify(self):
        pixels = PixelArray(self)
        white = 0xFFFFFF
        pixels.replace(white, self.vector_color)
        reference = PixelArray(load(self.foreground_path).convert())
        for ii, column in enumerate(reference):
            for jj, pixel in enumerate(column):
                if pixel == 0xFFFFFF:
                    pixels[ii][jj] = self.transparent_color

    def update(self):
        self.draw()

    def draw(self):
        self.display_surface.blit(self, (0, 0))
from random import choice

from pygame import Color, PixelArray

from esp_hadouken.pgfw.GameChild import GameChild

class Blinker(GameChild):

    def __init__(self, parent, initial_freq, max_freq):
        GameChild.__init__(self, parent)
        self.frequency = initial_freq
        self.max_freq = max_freq
        self.iterations = 0
        self.set_palettes()

    def set_palettes(self):
        config = self.get_configuration("sprite")
        self.inner_palette = map(
            self.translate_hex_color, config["inner-palette"])
        self.outer_palette = map(
            self.translate_hex_color, config["outer-palette"])
        self.palette = (Color("black"), Color("white"))

    def translate_hex_color(self, color):
        return Color(color + "ff")

    def build_palette(self):
        return (choice(self.inner_palette), choice(self.outer_palette))

    def paint(self):
        image = self.parent.image
        pixels = PixelArray(image)
        old_palette = self.palette
        new_palette = self.build_palette()
        pixels.replace(old_palette[0], new_palette[0])
        pixels.replace(old_palette[1], new_palette[1])
        self.palette = new_palette
        image.unlock()

    def blink(self):
        iterations = self.iterations + 1
        if 1.0 / iterations <= self.frequency:
            self.paint()
            iterations = 0
        self.iterations = iterations
from math import floor
import copy

import pygame

from esp_hadouken.sprite.Blinker import Blinker
from esp_hadouken.pgfw.GameChild import GameChild

class Sprite(GameChild):

    def __init__(self, parent, image_path, display_surface, bounds=(None, None),
                 wrap=(False, False), initial_blink_freq=0, max_blink_freq=1):
        GameChild.__init__(self, parent)
        self.image_path = image_path
        self.display_surface = display_surface
        self.bounds = bounds
        self.wrap = wrap
        self.restricted_areas = []
        self.blinker = Blinker(self, initial_blink_freq, max_blink_freq)
        self.add_image()
        self.hide()

    def add_image(self):
        image = pygame.image.load(self.image_path).convert_alpha()
        self.rect = image.get_rect()
        self.old_rect = self.rect
        self.image = image

    def paint(self):
        self.blinker.paint()

    def move(self, x=0, y=0):
        self.old_rect = copy.copy(self.rect)
        if isinstance(x, tuple) or isinstance(x, list):
            x, y = x[0], x[1]
        if x < 0:
            x = floor(x)
        if y < 0:
            y = floor(y)
        rect = self.rect
        self.place(rect.left + x, rect.top + y)
        self.rect = self.accommodate_wrapping(rect)

    def place(self, x=None, y=None):
        rect = self.rect
        if type(x) is tuple or type(x) is list:
            x, y = x[0], x[1]
        if x is None:
            x = rect.left
        if y is None:
            y = rect.top
        self.rect.topleft = x, y

    def accommodate_wrapping(self, rect):
        horizontal, vertical = self.wrap
        scope = self.display_surface.get_rect()
        if vertical:
            if rect.top < -rect.h:
                rect.top += scope.h
            elif rect.top > scope.h:
                rect.top -= scope.h
        if horizontal:
            if rect.left < 0:
                rect.left += scope.w - rect.w - 1
            elif rect.right > scope.w:
                rect.right -= scope.w - rect.w - 1
        return rect

    def add_restricted_areas(self, rects):
        if type(rects) is not list:
            rects = [rects]
        self.restricted_areas += rects

    def flip(self):
        self.image = pygame.transform.flip(self.image, True, False)

    def resize(self, size):
        self.image = pygame.transform.scale(self.image, size)

    def show(self):
        self.visible = True

    def hide(self):
        self.visible = False

    def set_blink_frequency(self, frequency):
        self.blinker.frequency = frequency

    def update(self):
        if self.visible:
            self.blinker.blink()
            self.draw()

    def draw(self):
        self.display_surface.blit(self.image, self.rect)

    def erase(self):
        self.parent.clear(self.old_rect)
216.73.216.2
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November 10, 2013


Food Spring - Watermelon Stage

Getting the fruit as far as possible is the object of each level, collecting bigger, more valuable guns. The final result is determined by the size of the fruits' collection when the monkey arrives in North America and either survives or perishes in the fruits' attack.

Watermelon Peach
Pineapple Grapes