from math import sqrt, pi, sin, cos
from random import random

from pygame import Surface, Rect, event, surfarray, image

from esp_hadouken.GameChild import *
from esp_hadouken.Input import *
from esp_hadouken.dot.Dot import *
from Bandit import *
from Void import *
from Exit import *
from Distance import *

class Level(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.get_delegate().disable()
        self.get_input().suppress()
        self.init_surface()
        self.display_surface = self.get_screen()
        self.set_background()
        self.previous_displacement = (0, 0)
        self.rect = self.get_rect()
        self.add_children()
        self.set_max_target_distance()
        self.set_void()
        self.set_dot()
        self.set_bgm()
        self.reset()
        self.subscribe_to(Input.command_event, self.pause)
        self.get_delegate().enable()
        self.get_input().unsuppress()
        self.get_timer().start(self.get_name())

    def init_surface(self):
        size = self.get_configuration()[self.get_name() + "-level-dimensions"]
        Surface.__init__(self, size)

    def get_name(self):
        return self.__class__.__name__.lower()

    def set_background(self):
        bg = Surface(self.get_size())
        palette = self.build_bg_palette()
        checker_width = self.get_configuration()["level-checker-width"]
        for ii in range((self.get_width() / checker_width) + 1):
            for jj in range((self.get_height() / checker_width) + 1):
                index = (jj + ii) % len(palette)
                position = ii * checker_width, jj * checker_width
                dimensions = checker_width, checker_width
                bg.fill(palette[index], Rect(position, dimensions))
        self.background = bg.convert()

    def add_children(self):
        self.bandit = Bandit(self)
        self.exit = Exit(self)
        self.distance = Distance(self)

    def set_max_target_distance(self):
        target = self.bandit.rect.center
        max_target_distance = 0
        rect = self.get_rect()
        corners = [rect.topleft, rect.topright, rect.bottomright, rect.bottomleft]
        for corner in corners:
            distance = self.euclidean_distance(target, corner)
            if distance > max_target_distance:
                max_target_distance = distance
        self.max_target_distance = max_target_distance

    def euclidean_distance(self, p1, p2):
        return sqrt((p1[0] - p2[0]) ** 2 + (p1[1] - p2[1]) ** 2)

    def build_bg_palette(self):
        return map(Color,
                   self.get_configuration()[self.get_name() + "-level-palette"])

    def set_void(self):
        self.void = Void(self)

    def set_dot(self, bounds=None, wrap=(False, False)):
        if not bounds:
            bounds = (0, self.get_width()), (0, self.get_height())
        dot = Dot(self, bounds, wrap)
        self.dot = dot
        self.set_dot_frequency()

    def get_blink_frequency_range(self):
        return self.get_configuration()["level-blink-frequency-range"]

    def set_dot_frequency(self):
        distance = self.get_distance_to_target()
        distance_ratio = 1 - (distance / self.max_target_distance)
        rnge = self.get_blink_frequency_range()
        frequency = distance_ratio * (rnge[1] - rnge[0]) + rnge[0]
        self.dot.set_blink_frequency(frequency)

    def get_distance_to_target(self):
        distance = self.dot.rect.top - self.bandit.rect.bottom
        if distance < 0:
            distance = 0
        return distance

    def set_bgm(self):
        path = self.get_resource("level-audio-path")
        self.get_audio().play_bgm(path, True)

    def reset(self):
        self.reset_dot()
        self.set_clip()
        self.paused = False

    def reset_dot(self):
        name = self.get_name()
        dot = self.dot
        dot.halt()
        dot.rect.center = self.get_configuration()[name + "-level-dot-position"]
        dot.show()

    def set_clip(self):
        rect = self.rect
        visible = Rect((-rect.left, -rect.top), self.display_surface.get_size())
        Surface.set_clip(self, visible)

    def pause(self, event):
        if event.command == "pause":
            self.get_audio().pause()
            self.get_timer().pause()
            self.get_pause_screen().show()
            self.paused = not self.paused

    def update(self):
        if not self.paused:
            self.dot.move([-val for val in self.previous_displacement])
            self.place()
            self.set_clip()
            self.clear()
            self.void.update()
            self.bandit.update()
            self.distance.update()
            self.displace_dot()
            self.dot.update()
            self.set_dot_frequency()
            self.collide_dot()
            self.draw()

    def displace_dot(self):
        angle = random() * pi * 2
        distance = self.get_distance_to_target()
        distance_ratio = 1 - (distance / self.max_target_distance)
        displacement = distance_ratio * self.get_max_dot_displacement()
        x = round(sin(angle) * displacement)
        y = round(cos(angle) * displacement)
        self.dot.move(x, y)
        self.previous_displacement = x, y

    def get_max_dot_displacement(self):
        return self.get_configuration()["level-max-dot-displacement"]

    def place(self):
        dot = self.dot.rect
        size = self.display_surface.get_size()
        pos = [-dot.centerx + size[0] / 2, -dot.centery + size[1] / 2]
        min_x = size[0] - self.get_width()
        if pos[0] < min_x:
            pos[0] = min_x
        elif pos[0] > 0:
            pos[0] = 0
        min_y = size[1] - self.get_height()
        if pos[1] < min_y:
            pos[1] = min_y
        elif pos[1] > 0:
            pos[1] = 0
        self.rect.topleft = pos

    def collide_dot(self):
        self.collide_dot_with_bandit()
        self.collide_dot_with_void()
        self.collide_dot_with_exit()

    def collide_dot_with_bandit(self):
        if self.dot.rect.colliderect(self.bandit.rect):
            self.get_audio().play_fx("drill")
            self.parent.clear_level()
            event.post(event.Event(USEREVENT, name="level-complete",
                                   bandit_name=self.get_name()))

    def collide_dot_with_void(self):
        dot = self.dot
        rect = dot.rect
        surfar = surfarray.pixels2d(self.void)
        for x, y in dot.outline:
            if not surfar[x + rect.left][y + rect.top]:
                self.get_audio().play_fx("tub")
                self.reset()
        del surfar

    def collide_dot_with_exit(self):
        if self.dot.rect.colliderect(self.exit.rect):
            self.get_audio().play_fx("Ag")
            self.parent.clear_level()
            event.post(event.Event(USEREVENT, name="level-exited"))

    def clear(self):
        self.blit(self.background, self.get_clip(), self.get_clip())

    def draw(self):
        self.exit.draw()
        self.display_surface.blit(self, self.rect)

    def end(self):
        self.get_timer().stop()
        self.unsubscribe_from_events()

    def unsubscribe_from_events(self):
        self.unsubscribe_from(Input.command_event, self.pause)
23.20.35.9
23.20.35.9
23.20.35.9
 
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.


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