from pygame.key import get_pressed, get_mods
from pygame.font import Font
from pygame.locals import *

from esp_hadouken.pgfw.GameChild import GameChild

class Calibrator(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_screen()
        self.font = Font(self.parent.font_path, 10)
        self.delegate = self.get_delegate()
        self.subscribe(self.respond, KEYDOWN)

    def load_configuration(self):
        config = self.get_configuration("engine")
        self.step = config["calibrator-step"]

    def render(self):
        string = str(self)
        self.text = self.font.render(string, False, (0, 0, 0), (255, 255, 255))
        self.string = string

    def __str__(self):
        engine = self.parent
        accelerator = engine.accelerator
        pattern = "v {0:.2f} a {1:.2f} r {2:.2f} t {3:.2f} pa {4:.2f} " + \
                  "pd {5:.2f} lna {6:.2f} lnd {7:.2f} hna {8:.2f} d {9:.2f}"
        return pattern.format(engine.max_velocity, accelerator.attack,
                              accelerator.release, accelerator.initial_thrust,

    def place(self):
        rect = self.text.get_rect()
        rect.bottomleft = self.display_surface.get_rect().bottomleft
        self.rect = rect

    def respond(self, event):
        if self.parent.parent.is_active():
            if get_mods() & KMOD_CTRL and event.key == K_COMMA:
                profile = self.parent.profile

    def update(self):

    def calibrate(self):
        state = get_pressed()
        step = self.step
        engine = self.parent
        accelerator = engine.accelerator
        if state[K_1]:
            engine.max_velocity += step
        if state[K_q]:
            engine.max_velocity -= step
        if state[K_2]:
            accelerator.attack += step
        if state[K_w]:
            accelerator.attack -= step
        if state[K_3]:
            accelerator.release += step
        if state[K_e]:
            accelerator.release -= step
        if state[K_4]:
            accelerator.initial_thrust += step
        if state[K_r]:
            accelerator.initial_thrust -= step
        if state[K_5]:
            accelerator.peak_acceleration += step
        if state[K_t]:
            accelerator.peak_acceleration -= step
        if state[K_6]:
            accelerator.peak_distance += step
        if state[K_y]:
            accelerator.peak_distance -= step
        if state[K_7]:
            accelerator.min_negative_acceleration += step
        if state[K_u]:
            accelerator.min_negative_acceleration -= step
        if state[K_8]:
            accelerator.min_negative_acceleration_distance += step
        if state[K_i]:
            accelerator.min_negative_acceleration_distance -= step
        if state[K_9]:
            accelerator.max_negative_acceleration += step
        if state[K_o]:
            accelerator.max_negative_acceleration -= step
        if state[K_0]:
            engine.deceleration += step
        if state[K_p]:
            engine.deceleration -= step

    def draw(self):
        if self.string != str(self):
        self.display_surface.blit(self.text, self.rect)
from esp_hadouken.pgfw.GameChild import GameChild

class Profile(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.delegate = self.get_delegate()

    def load_configuration(self):
        self.path = self.get_resource("engine", "profile-path")

    def load(self):
        for line in file(self.path):
        self.index = 0

    def add(self, values=None, increment_index=False):
        if not values:
            engine = self.parent
            accelerator = engine.accelerator
            values = "NAME-ME", engine.max_velocity, accelerator.attack, \
                     accelerator.release, accelerator.initial_thrust, \
                     accelerator.peak_acceleration, accelerator.peak_distance, \
                     accelerator.min_negative_acceleration, \
                     accelerator.min_negative_acceleration_distance, \
                     accelerator.max_negative_acceleration, \
                     engine.deceleration, 1
        self.append([values[0]] + map(float, values[1:-1]) + \
        if increment_index:

    def apply(self):
        engine = self.parent
        profile = self[self.index]
        engine.set(profile[1], profile[-2])

    def respond(self, event):
        if self.parent.parent.is_active():
            if, "select"):

    def rotate(self):

    def set_next_active(self):
        while True:
            if self[self.index][-1]:

    def increment_index(self):
        index = self.index + 1
        if index >= len(self):
            index = 0
        self.index = index

    def write(self):
        stream = file(self.path, "w")
        for profile in self:
            stream.write(" ".join(map(str, profile[:-1]) + \
                                  [str(int(profile[-1]))]) + "\n")
from esp_hadouken.pgfw.GameChild import GameChild
from esp_hadouken.pgfw.Vector import Vector
from import Pedal

class Accelerator(GameChild, list):

    N, NE, E, SE, S, SW, W, NW = range(8)

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.input = self.get_input()

    def load_configuration(self):
        config = self.get_configuration("engine")
        self.display_flag = config["accelerator-display-flag"]

    def init_list(self):
        list.__init__(self, [Pedal(self, ii) for ii in range(8)])

    def set(self, values):
        self.attack = values[0]
        self.release = values[1]
        self.initial_thrust = values[2]
        self.peak_acceleration = values[3]
        self.peak_distance = values[4]
        self.min_negative_acceleration = values[5]
        self.min_negative_acceleration_distance = values[6]
        self.max_negative_acceleration = values[7]

    def set_slopes(self):

    def apply_to_pedals(self, method):
        for pedal in self:
            getattr(pedal, method)()

    def reset(self):

    def update(self):
        S, E, N, W = self.input.get_axes().values()
        self[self.N].update(N and not W and not E)
        self[self.NE].update(N and E)
        self[self.E].update(E and not N and not S)
        self[self.SE].update(E and S)
        self[self.S].update(S and not E and not W)
        self[self.SW].update(S and W)
        self[self.W].update(W and not S and not N)
        self[self.NW].update(W and N)

    def get_sum(self):
        total = Vector()
        for pedal in self:
            total += pedal
        return total
December 3, 2013

Where in the mind's prism does light shine, inward, outward, or backward, and where in a plane does it intersect, experientially and literally, while possessing itself in a dripping wet phantasm?

Fig 1.1 What happens after you turn on a video game and before it appears?

The taxonomy of fun contains the difference between gasps of desperation and exaltation, simultaneously identical and opposite; one inspires you to have sex, while the other to ejaculate perpetually. A destruction and its procession are effervescent, while free play is an inseminated shimmer hatching inside you. Unlikely to be resolved, however, in such a way, are the climaxes of transitions between isolated, consecutive game states.

You walk through a door or long-jump face first (your face, not Mario's) into a painting. A moment passes for eternity, viscerally fading from your ego, corpus, chakra, gaia, the basis of your soul. It happens when you kill too, and especially when you precisely maim or obliterate something. It's a reason to live, a replicating stasis.

Fig 1.2 Sequence in a video game

Video games are death reanimated. You recurse through the underworld toward an illusion. Everything in a decision and logic attaches permanently to your fingerprint. At the core, you use its energy to soar, comatose, back into the biosphere, possibly because the formal structure of a mind by human standards is useful in the next world.

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