from pygame import Surface
from pygame.image import load

from esp_hadouken.pgfw.GameChild import GameChild

class Background(Surface, GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_screen()
        self.init_surface()
        self.load_tile()
        self.draw_tiles()

    def init_surface(self):
        Surface.__init__(self, self.display_surface.get_size())

    def load_tile(self):
        self.tile = load(self.get_resource("overworld",
                                           "background-tile-path")).convert()

    def draw_tiles(self):
        tile = self.tile
        width = tile.get_width()
        x_limit, y_limit = self.get_size()
        x, y = 0, 0
        for y in xrange(0, y_limit, width):
            for x in xrange(0, x_limit, width):
                self.blit(tile, (x, y))

    def update(self):
        self.display_surface.blit(self, (0, 0))
from pygame import Surface, Rect
from pygame.image import load

from esp_hadouken.pgfw.GameChild import GameChild

class Section(Surface, GameChild):

    def __init__(self, parent, left=True):
        GameChild.__init__(self, parent)
        Surface.__init__(self, self.parent.size)
        self.left = left
        self.display_surface = self.get_display_surface()
        self.rect = self.get_rect()
        self.draw_tiles()
        self.fill_borders()
        self.place()

    def draw_tiles(self):
        tile = self.parent.tile
        x_limit, y_limit = self.get_size()
        width = tile.get_width()
        for y in xrange(0, y_limit, width):
            for x in xrange(0, x_limit, width):
                self.blit(tile, (x, y))

    def place(self):
        rect = self.rect
        rect.top = self.parent.top
        if not self.left:
            rect.right = self.display_surface.get_rect().right

    def fill_borders(self):
        reference = self.rect
        top_rect = Rect(reference.topleft, (reference.w, 1))
        bottom_rect = Rect((0, 0), (reference.w, 1))
        bottom_rect.bottom = reference.bottom
        side_rect = Rect((0, 0), (1, reference.h))
        if self.left:
            side_rect.right = reference.right
        color = self.parent.border
        self.fill(color, top_rect)
        self.fill(color, bottom_rect)
        self.fill(color, side_rect)

    def update(self):
        self.display_surface.blit(self, self.rect)
from pygame import Surface
from pygame.image import load

from esp_hadouken.pgfw.GameChild import GameChild
from esp_hadouken.overworld.wall.Section import Section

class Wall(Surface, GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.load_configuration()
        self.load_tile()
        self.set_sections()
        # 224x25 gap: 52

    def load_configuration(self):
        config = self.get_configuration("overworld")
        self.size = config["wall-size"]
        self.top = config["wall-position"]
        self.border = config["wall-border"]

    def load_tile(self):
        self.tile = load(self.get_resource("overworld",
                                           "wall-tile-path")).convert()

    def set_sections(self):
        self.sections = [Section(self, left) for left in False, True]

    def update(self):
        for section in self.sections:
            section.update()
from random import choice

from pygame import PixelArray, Color
from pygame.image import load

from esp_hadouken.pgfw.Sprite import Sprite
from esp_hadouken.dot.engine.Engine import Engine

class Dot(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.engine = Engine(self)
        self.delegate = self.get_delegate()
        self.load_configuration()
        self.load_image()
        self.load_palette()
        self.add_frames()
        self.reset()
        self.subscribe(self.respond)

    def load_configuration(self):
        config = self.get_configuration("dot")
        self.framerate_range = config["framerate-range"]
        self.transparent_color = config["transparent-color"]
        self.frame_count = config["frame-count"]

    def load_image(self):
        image = load(self.get_resource("dot", "image-path")).convert()
        image.set_colorkey(self.transparent_color)
        self.image = image

    def load_palette(self):
        config = self.get_configuration("sprite")
        self.palette = [map(Color, palette) for palette in
                        config["dark-palette"], config["light-palette"]]

    def add_frames(self):
        for ii in xrange(self.frame_count):
            surface = self.image.copy()
            self.paint_frame(surface)
            self.add_frame(surface)

    def paint_frame(self, surface):
        pixels = PixelArray(surface)
        dark, light = map(choice, self.palette)
        pixels.replace((255, 255, 255), light)
        pixels.replace((0, 0, 0), dark)

    def reset(self):
        self.set_framerate(self.framerate_range[1])
        self.engine.reset()

    def respond(self, event):
        if self.delegate.compare(event, "reset-game"):
            self.reset()

    def is_active(self):
        return self.parent.active

    def update(self):
        if self.is_active():
            self.engine.update()
            self.move(*self.engine)
            Sprite.update(self)
from pygame.font import Font

from esp_hadouken.pgfw.GameChild import GameChild
from esp_hadouken.pgfw.Vector import Vector
from esp_hadouken.dot.engine.accelerator.Accelerator import Accelerator
from esp_hadouken.dot.engine.Calibrator import Calibrator
from esp_hadouken.dot.engine.Profile import Profile

class Engine(GameChild, Vector):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.input = self.get_input()
        self.display_surface = self.get_screen()
        self.load_configuration()
        self.display_active = self.check_command_line(self.display_flag)
        self.calibration_active = self.check_command_line(self.calibrate_flag)
        self.accelerator = Accelerator(self)
        self.profile = Profile(self)
        self.accelerator.set_slopes()
        self.add_calibrator()
        self.reset()
        self.init_display()

    def load_configuration(self):
        config = self.get_configuration("engine")
        self.display_flag = config["display-flag"]
        self.calibrate_flag = config["calibrate-flag"]
        self.initial_profile = config["initial-profile"]
        self.font_path = self.get_resource("engine", "font-path")

    def add_calibrator(self):
        if self.calibration_active:
            self.calibrator = Calibrator(self)

    def reset(self):
        Vector.__init__(self)
        self.accelerator.reset()

    def init_display(self):
        if self.display_active:
            self.display_surface = self.get_screen()
            self.font = Font(self.font_path, 14)
            self.render()

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

    def set(self, max_velocity, deceleration):
        self.max_velocity = max_velocity
        self.deceleration = deceleration

    def update(self):
        if self.calibration_active:
            self.calibrator.update()
        self.accelerator.update()
        self.apply_accelerator()
        self.constrain()
        self.decelerate()
        self.display()

    def apply_accelerator(self):
        self += self.accelerator.get_sum()

    def constrain(self):
        self.apply_to_components(self.constrain_component)

    def constrain_component(self, magnitude):
        if magnitude > self.max_velocity:
            return self.max_velocity
        if magnitude < -self.max_velocity:
            return -self.max_velocity
        return magnitude

    def decelerate(self):
        self.apply_to_components(self.decelerate_component)

    def decelerate_component(self, magnitude):
        deceleration = self.deceleration
        if abs(magnitude) < deceleration:
            magnitude = 0
        else:
            if magnitude > 0:
                magnitude -= deceleration
            else:
                magnitude += deceleration
        return magnitude

    def display(self):
        if self.display_active:
            if self.string != str(self):
                self.render()
            self.display_surface.blit(self.text, (0, 0))

    def __str__(self):
        return "[{0: .2f}, {1: .2f}]".format(*self)
216.73.216.144
216.73.216.144
216.73.216.144
 
September 30, 2015


Edge of Life is a form I made with Babycastles and Mouth Arcade for an event in New York called Internet Yami-ichi, a flea market of internet-ish goods. We set up our table to look like a doctor's office and pharmacy and offered free examinations and medication prescriptions, a system described by one person as "a whole pharmacy and medical industrial complex".

Diagnoses were based on responses to the form and observations by our doctor during a short examination. The examination typically involved bizarre questions, toy torpedoes being thrown at people and a plastic bucket over the patient's head. The form combined ideas from Myers-Briggs Type Indicators, Codex Seraphinianus and chain-mail personality tests that tell you which TV show character you are. In our waiting room, we had Lake of Roaches installed in a stuffed bat (GIRP bat). It was really fun!

The icons for the food pyramid are from Maple Story and the gun icons are from the dingbat font Outgunned. I'm also using Outgunned to generate the items in Food Spring.