from food_spring.level.Level import Level

class Pineapple(Level):

    def __init__(self, parent):
        Level.__init__(self, parent, parent.PINEAPPLE)
from random import randint

from lib.pgfw.pgfw.GameChild import GameChild
from food_spring.level.platform.Platform import Platform

class Platforms(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.edge = self.display_surface.get_width()
        self.load_configuration()
        self.reset()

    def load_configuration(self):
        config = self.get_configuration("platform")
        self.gap_range = config["gap"]
        self.width_range = config["width"]
        self.first_gap = config["first-gap"]
        self.buffer = config["buffer"]

    def reset(self):
        list.__init__(self, [])
        self.add_first()
        self.populate()

    def add_first(self):
        gap = self.first_gap
        self.append(Platform(self, self.edge, -gap))
        self.add_platform(gap)

    def populate(self):
        while self.get_end() < self.edge:
            self.add_platform()

    def get_end(self):
        if not self:
            return 0
        return self[-1].rect.right

    def add_platform(self, gap=None):
        if gap is None:
            gap = randint(*self.gap_range)
        x = self.get_end() + gap
        self.append(Platform(self, randint(*self.width_range), x))

    def update(self):
        self.retire_platforms()
        self.populate()
        for platform in self:
            platform.update()

    def retire_platforms(self):
        for platform in self:
            if platform.rect.right < -self.buffer:
                self.remove(platform)
from random import randint

from pygame import Surface
from pygame.draw import line

from lib.pgfw.pgfw.Sprite import Sprite

class Platform(Sprite):

    def __init__(self, parent, width, x):
        Sprite.__init__(self, parent)
        self.width = width
        self.load_configuration()
        self.rect.topleft = x, self.display_surface.get_height() - self.height
        self.add_frame()

    def load_configuration(self):
        config = self.get_configuration("platform")
        self.height = config["height"]
        self.thickness = config["thickness"]

    def add_frame(self):
        surface = Surface((self.width, self.thickness))
        surface.fill(self.parent.parent.background_color)
        self.draw_borders(surface)
        Sprite.add_frame(self, surface)

    def draw_borders(self, surface):
        width, height = surface.get_size()
        color = (255, 255, 255)
        line(surface, color, (0, 0), (width - 1, 0))
        line(surface, color, (0, 0), (0, height - 1))
        line(surface, color, (width - 1, 0), (width - 1, height))
        line(surface, color, (0, height - 1), (width - 1, height - 1))

    def update(self):
        self.move(-self.parent.parent.velocity[0])
        Sprite.update(self)
from random import randint, randrange

from pygame import Surface, Color

from lib.pgfw.pgfw.Sprite import Sprite

class Star(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent, randint(100, 1000))
        self.load_configuration()
        self.add_frames()
        self.place()

    def load_configuration(self):
        config = self.get_configuration("stars")
        self.size = config["size"]
        self.saturation = config["saturation"]

    def add_frames(self):
        size = randint(*self.size)
        color = Color(0, 0, 0)
        hue = randint(0, 360)
        for _ in xrange(10):
            color.hsla = hue, randint(*self.saturation), randint(0, 100), 100
            surface = Surface((size, size))
            surface.fill(color)
            self.add_frame(surface)

    def place(self):
        width, height = self.display_surface.get_size()
        self.location.center = randrange(0, width), randrange(0, height)
from random import randint

from lib.pgfw.pgfw.GameChild import GameChild
from food_spring.level.stars.Star import Star

class Stars(GameChild, list):

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

    def load_configuration(self):
        config = self.get_configuration("stars")
        self.count = config["count"]

    def populate(self):
        for _ in xrange(randint(*self.count)):
            self.append(Star(self))

    def update(self):
        for star in self:
            star.update()
from food_spring.level.Level import Level

class Watermelon(Level):

    def __init__(self, parent):
        Level.__init__(self, parent, parent.WATERMELON)
from lib.pgfw.pgfw.GameChild import GameChild
from food_spring.level.door.Foreground import Foreground
from food_spring.level.door.Background import Background

class Door(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.foreground = Foreground(self)
        self.background = Background(self)

    def reset(self):
        self.foreground.reset()
        self.background.reset()
216.73.216.51
216.73.216.51
216.73.216.51
 
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.