from pygame import Color, Surface, draw, PixelArray

from xenographic_wall.pgfw.GameChild import GameChild

class Ring(GameChild, Surface):

    transparent_color = Color("magenta")

    def __init__(self, parent, index):
        GameChild.__init__(self, parent)
        self.index = index
        self.init_surface()
        self.draw_circle()

    def init_surface(self):
        config = self.get_configuration("scope")
        ring_count = config["ring-count"]
        width = config["diameter"] / ring_count * (ring_count - self.index)
        Surface.__init__(self, (width, width))
        color = self.transparent_color
        self.fill(color)
        self.set_colorkey(color)
        rect = self.get_rect()
        rect.center = self.parent.center
        self.rect = rect

    def draw_circle(self):
        radius = self.get_width() / 2
        draw.circle(self, self.get_neutral_color(), (radius, radius), radius)

    def get_neutral_color(self):
        return Color(self.get_configuration("scope", "neutral-color"))

    def set_color(self, color):
        pixels = PixelArray(self)
        center = self.get_rect().center
        current = pixels[center[0]][center[1]]
        pixels.replace(current, color)
        del pixels

    def get_alpha(self):
        return self.alpha

    def set_alpha(self, alpha):
        self.alpha = alpha
        Surface.set_alpha(self, int(alpha))

    def update(self):
        self.draw()

    def draw(self):
        self.parent.parent.parent.blit(self, self.rect)
from xenographic_wall.pgfw.GameChild import GameChild
from xenographic_wall.creatures.Creature import Creature

class Creatures(GameChild, list):

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

    def reset(self):
        list.__init__(self, [])
        self.populate()
        for creature in self:
            creature.reset()

    def populate(self):
        self.append(Creature(self, 3, 1))
        self.append(Creature(self, 3, 2))
        self.append(Creature(self, 3, 3))
        self.append(Creature(self, 3, 4))
        self.append(Creature(self, 3, 5))
        self.append(Creature(self, 3, 6))

    def update(self):
        for creature in self:
            creature.update()
from re import search
from os import listdir
from os.path import join, basename
from glob import glob
from time import time
from random import randrange
from math import atan, sin, cos, sqrt, copysign

from pygame import Surface, image, Color

from xenographic_wall.pgfw.GameChild import GameChild

class Creature(GameChild, Surface):

    transparent_color = Color("magenta")
    
    def __init__(self, parent, genus_id, species_id):
        GameChild.__init__(self, parent)
        self.genus_id = genus_id
        self.species_id = species_id
        self.current_frame_index = 0
        self.last_advance = 0
        self.load_frames()
        self.read_stats()
        self.init_surface()
        self.reset()

    def load_frames(self):
        frames = []
        root = self.build_species_dir()
        for path in sorted(glob(join(root, "*.png"))):
            frames.append(Frame(self, path))
        self.frames = frames
        self.rect = frames[0].get_rect()

    def build_species_dir(self):
        root = self.get_resource("creature", "root")
        genus_dir = glob(join(root, "{0}*".format(self.genus_id)))[0]
        return glob(join(genus_dir, "{0}*".format(self.species_id)))[0]

    def read_stats(self):
        path = join(self.build_species_dir(),
                    self.get_configuration("creature", "stat-file"))
        duration, food, speed = file(path).read().split()
        self.eat_duration = int(duration)
        self.food = int(food)
        self.speed = float(speed)

    def init_surface(self):
        Surface.__init__(self, self.frames[0].get_size())
        self.set_colorkey(self.transparent_color)

    def reset(self):
        self.place()
        self.finish_eating()
        self.update_nearest_mushroom()

    def finish_eating(self):
        self.eat_start_time = None

    def update_nearest_mushroom(self):
        mushrooms = self.get_mushrooms()
        food = self.food
        available = mushrooms[food]
        nearest = None
        for mushroom in available:
            if not mushroom.eaten:
                distance = self.get_distance_to_mushroom(mushroom)
                if not nearest or distance < nearest_distance:
                    nearest = mushroom
                    nearest_distance = distance
        if not nearest:
            nearest = mushrooms.add_mushroom(food)
        self.nearest_mushroom = nearest
        self.set_path()

    def get_mushrooms(self):
        return self.parent.parent.mushrooms

    def get_distance_to_mushroom(self, mushroom):
        start = self.rect.center
        end = mushroom.rect.center
        return sqrt((end[0] - start[0]) ** 2 + (end[1] - start[1]) ** 2)

    def set_path(self):
        speed = self.speed
        start = self.rect.center
        end = self.nearest_mushroom.rect.center
        x_distance = end[0] - start[0]
        y_distance = end[1] - start[1]
        if not x_distance and not y_distance:
            dx, dy = 0, 0
        elif not x_distance:
            dx, dy = 0, speed
        elif not y_distance:
            dx, dy = speed, 0
        else:
            angle = atan(float(x_distance) / y_distance)
            dx = sin(angle) * speed
            dy = cos(angle) * speed
        self.dx = abs(dx) * copysign(1, x_distance)
        self.dy = abs(dy) * copysign(1, y_distance)
        self.x_travelled = 0
        self.y_travelled = 0
        self.path_start = start

    def place(self):
        area = self.parent.parent.get_rect()
        self.rect.topleft = randrange(area.w), randrange(area.h)

    def update(self):
        self.clear()
        self.advance_frame()
        self.confirm_nearest_mushroom()
        self.eat_mushroom()
        self.continue_eating()
        self.move()
        self.draw()

    def clear(self):
        self.fill(self.transparent_color)

    def advance_frame(self):
        current_time = time()
        duration = (current_time - self.last_advance) * 100
        if duration > self.get_current_frame().duration:
            index = self.current_frame_index + 1
            if index >= len(self.frames):
                index = 0
            self.last_advance = current_time
            self.current_frame_index = index

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

    def confirm_nearest_mushroom(self):
        if not self.is_eating() and self.nearest_mushroom.eaten:
            self.update_nearest_mushroom()

    def eat_mushroom(self):
        location = self.nearest_mushroom.rect
        if not self.is_eating() and self.rect.colliderect(location):
            self.eat_start_time = time()
            self.nearest_mushroom.eat()

    def is_eating(self):
        return self.eat_start_time is not None

    def continue_eating(self):
        if self.is_eating():
            duration = (time() - self.eat_start_time) * 1000
            nearest = self.nearest_mushroom
            limit = self.eat_duration
            if duration > limit:
                self.get_mushrooms().replace_mushroom(nearest)
                self.update_nearest_mushroom()
                self.finish_eating()
            elif duration >= limit / 2 and not nearest.bitten:
                nearest.bite()

    def move(self):
        if not self.is_eating():
            rect = self.rect
            destination = self.nearest_mushroom
            remaining = self.get_distance_to_mushroom(destination)
            if remaining < self.speed:
                rect.center = destination.center
            else:
                self.x_travelled += self.dx
                self.y_travelled += self.dy
                start = self.path_start
                rect.centerx = start[0] + self.x_travelled
                rect.centery = start[1] + self.y_travelled
            self.contain()

    def contain(self):
        rect = self.rect
        area = self.parent.parent.get_rect()
        if rect.bottom > area.bottom:
            rect.bottom = area.bottom
        elif rect.top < area.top:
            rect.top = area.top
        if rect.right > area.right:
            rect.right = area.right
        elif rect.left < area.left:
            rect.left = area.left

    def draw(self):
        self.blit(self.get_current_frame().image, (0, 0))
        self.parent.parent.blit(self, self.rect)


class Frame(GameChild):

    def __init__(self, parent, path):
        GameChild.__init__(self, parent)
        self.path = path
        self.set_image()
        self.set_duration()

    def set_image(self):
        self.image = image.load(self.path).convert_alpha()

    def set_duration(self):
        separator = self.get_configuration("creature", "field-separator")
        self.duration = int(search(separator + "(.*)\.",
                                   basename(self.path)).group(1))

    def get_rect(self):
        return self.image.get_rect()

    def get_size(self):
        return self.image.get_size()
184.73.55.221
184.73.55.221
184.73.55.221
 
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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