from random import random, choice

from pygame import Color, Rect
from pygame.font import Font

from ball_cup.pgfw.Animation import Animation

class Result(Animation):

    def __init__(self, parent):
        Animation.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.background_color = self.parent.color
        self.load_configuration()
        self.set_font()
        self.reset()
        self.register(self.render, self.framerate)

    def load_configuration(self):
        config = self.get_configuration("result")
        self.success_text = config["success-text"]
        self.miss_text = config["miss-text"]
        self.success_colors = self.build_color_list(config["success-colors"])
        self.miss_color = Color(config["miss-color"] + "FF")
        self.font_size = config["font-size"]
        self.margin = config["margin"]
        self.framerate = config["framerate"]
        self.main_color_probability = config["main-color-probability"]
        self.font_path = self.get_resource("result", "font-path")

    def build_color_list(self, colors):
        return [Color(color + "FF") for color in colors]

    def set_font(self):
        self.font = Font(self.font_path, self.font_size)

    def reset(self):
        self.halt(self.render)
        self.deactivate()
        self.rect = Rect(0, 0, 0, 0)

    def deactivate(self):
        self.active = False

    def render(self):
        color = self.color
        if self.text != self.miss_text:
            color = self.get_color()
        surface = self.font.render(self.text, True, color,
                                   self.background_color)
        rect = surface.get_rect()
        relative = self.display_surface.get_rect()
        rect.centerx = relative.centerx
        rect.bottom = relative.bottom - self.margin
        self.surface = surface
        self.rect = rect

    def get_color(self):
        color = self.color
        if random() > self.main_color_probability:
            colors = self.success_colors[:]
            colors.remove(self.color)
            color = choice(colors)
        return color

    def activate(self):
        self.active = True
        self.set_text()
        self.play(self.render)

    def set_text(self):
        proximity = self.parent.proximity
        if proximity is None:
            self.text = self.miss_text
            self.color = self.miss_color
        else:
            text = self.success_text
            count = len(text)
            index = min(count - 1, int(proximity * count))
            self.text = text[index]
            self.color = self.success_colors[index]

    def update(self):
        Animation.update(self)
        if self.active:
            self.draw()

    def clear(self):
        self.parent.clear(self.rect)

    def draw(self):
        self.display_surface.blit(self.surface, self.rect)
from math import sqrt

from pygame import Surface
from pygame.draw import circle
from pygame.locals import *

from ball_cup.pgfw.Animation import Animation
from ball_cup.field.Levels import Levels
from ball_cup.field.Cup import Cup
from ball_cup.field.ball.Ball import Ball
from ball_cup.field.Result import Result
from ball_cup.field.scoreboard.Scoreboard import Scoreboard

class Field(Animation):

    def __init__(self, parent):
        Animation.__init__(self, parent)
        self.delegate = self.get_delegate()
        self.display_surface = self.get_screen()
        self.level_index = 0
        self.waiting_for_key_up = False
        self.ended = False
        self.load_configuration()
        self.set_background()
        self.set_children()
        self.set_max_distance()
        self.draw()
        self.subscribe(self.respond)
        self.subscribe(self.skip, KEYDOWN)
        self.register(self.activate_result, self.submit_result,
                      self.show_game_over)

    def load_configuration(self):
        config = self.get_configuration("field")
        self.color = config["color"]
        self.result_delay = config["result-delay"]
        self.submit_delay = config["submit-delay"]
        self.game_over_delay = config["game-over-delay"]

    def set_background(self):
        background = Surface(self.display_surface.get_size())
        background.fill(self.color)
        self.background = background

    def set_children(self):
        self.levels = Levels(self)
        self.cup = Cup(self)
        self.ball = Ball(self)
        self.result = Result(self)
        self.scoreboard = Scoreboard(self)

    def set_max_distance(self):
        cup_w, cup_h = self.cup.rect.size
        ball_w, ball_h = self.ball.rect.size
        limit = cup_w / 2.0 + ball_w / 2.0 - 1, \
                cup_h / 2.0 + ball_h / 2.0 - 1
        self.max_distance = sqrt(limit[0] ** 2 + limit[1] ** 2)

    def draw(self):
        self.clear(self.display_surface.get_rect())

    def respond(self, event):
        compare = self.delegate.compare
        if compare(event, "reset-game"):
            self.reset()
        if compare(event, "left", cancel=True):
            if self.waiting_for_key_up:
                if self.ended:
                    self.reset()
                else:
                    self.advance_level()

    def reset(self):
        self.advance_level(0)
        self.scoreboard.reset()

    def advance_level(self, index=None):
        if index is None:
            index = self.level_index + 1
        if index >= len(self.levels):
            self.reset()
            return
        self.ended = False
        self.waiting_for_key_up = False
        self.level_index = index
        self.halt(self.activate_result)
        self.halt(self.submit_result)
        self.clear_children()
        self.cup.reset()
        self.ball.reset()
        self.result.reset()
        self.set_max_distance()

    def skip(self, event):
        if self.check_command_line("sk"):
            if event.key == K_UP:
                self.advance_level()
                self.halt()
            elif event.key == K_DOWN:
                self.advance_level(self.level_index - 1)
                self.halt()
            elif event.key == K_RIGHT:
                self.advance_level(self.level_index)
                self.halt()

    def get_current_level(self):
        return self.levels[self.level_index]

    def evaluate(self):
        proximity = None
        cr = self.cup.rect
        br = self.ball.rect
        if br.colliderect(cr):
            target = cr.left + cr.w / 2.0, cr.top + cr.h / 2.0
            position = br.left + br.w / 2.0, br.top + br.h / 2.0
            distance = sqrt((position[0] - target[0]) ** 2 + \
                            (position[1] - target[1]) ** 2)
            proximity = 1 - (distance / self.max_distance)
            self.play(self.submit_result, delay=self.submit_delay,
                      play_once=True)
        else:
            self.play(self.show_game_over, delay=self.game_over_delay,
                      play_once=True)
        self.proximity = proximity
        self.play(self.activate_result, delay=self.result_delay, play_once=True)

    def activate_result(self):
        self.result.activate()
        if self.proximity is None:
            self.scoreboard.reset()

    def submit_result(self):
        self.scoreboard.refresh()
        self.waiting_for_key_up = True

    def show_game_over(self):
        self.ended = True
        self.waiting_for_key_up = True

    def update(self):
        self.clear_children()
        Animation.update(self)
        self.cup.update()
        self.ball.update()
        self.result.update()
        self.scoreboard.update()

    def clear_children(self):
        self.cup.clear()
        self.ball.clear()
        self.result.clear()
        self.scoreboard.clear()

    def clear(self, rect):
        self.display_surface.blit(self.background, rect, rect)
3.84.186.122
3.84.186.122
3.84.186.122
 
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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