from os import environ

from pygame import display, image, mouse
from pygame.locals import *

from GameChild import *

class Display(GameChild):

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.delegate = self.get_delegate()

    def load_configuration(self):
        config = self.get_configuration("display")
        self.centered = config["centered"]
        self.fullscreen_enabled = config["fullscreen"]
        self.caption = config["caption"]
        self.windowed_flag = config["windowed-flag"]
        self.icon_path = self.get_resource("display", "icon-path")
        self.mouse_visibility = self.get_configuration("mouse", "visible")

    def align_window(self):
        if self.centered:
            environ["SDL_VIDEO_CENTERED"] = "1"

    def init_screen(self):
        flags = 0
        if self.fullscreen_requested():
            flags = FULLSCREEN

    def fullscreen_requested(self):
        return not self.check_command_line(self.windowed_flag) and \

    def set_screen(self, flags=0, dimensions=None):
        self.dimensions_changed = dimensions is not None
        if dimensions is None:
            if display.get_surface():
                dimensions = display.get_surface().get_size()
                dimensions = self.get_configuration("display", "dimensions")
        self.screen = display.set_mode(dimensions, flags)
        if self.dimensions_changed:
            interpolator = self.get_game().interpolator
            if interpolator.gui_enabled:

    def set_caption(self):

    def set_icon(self):
        if self.icon_path:
            print self.icon_path

    def set_mouse_visibility(self, visibility=None):
        if visibility is None:
            visibility = self.mouse_visibility
        return mouse.set_visible(visibility)

    def get_screen(self):
        return self.screen

    def get_size(self):
        return self.screen.get_size()

    def toggle_fullscreen(self, event):
        if, "toggle-fullscreen"):
            screen = self.screen
            cpy = screen.convert()
            self.set_screen(self.screen.get_flags() ^ FULLSCREEN)
            screen.blit(cpy, (0, 0))
from os.path import exists, join, basename, normpath, abspath
from sys import argv

from pygame import mixer, event, time
from pygame.locals import *

import Game

class GameChild:

    def __init__(self, parent=None):
        self.parent = parent = self.get_game()

    def get_game(self):
        current = self
        while not isinstance(current, Game.Game):
            current = current.parent
        return current

    def get_configuration(self, section=None, option=None, linebreaks=True):
        config =
        if option is None and section is None:
            return config
        if option and section:
            rvalue = config.get(section, option)
            if not linebreaks and isinstance(rvalue, str):
                rvalue = rvalue.replace("\n", " ")
            return rvalue
        return config.get_section(section)

    def get_input(self):

    def get_screen(self):

    def get_display_surface(self):
        current = self
        attribute = "display_surface"
        while not isinstance(current, Game.Game):
            if hasattr(current, attribute):
                return getattr(current, attribute)
            current = current.parent
        return current.display.get_screen()

    def get_audio(self):

    def get_delegate(self):

    def get_resource(self, path_or_section, option=None):
        config = self.get_configuration()
        rel_path = path_or_section
        if option is not None:
            rel_path = config.get(path_or_section, option)
        if rel_path:
            for root in config.get("setup", "resource-search-path"):
                if self.is_shared_mode() and not self.is_absolute_path(root):
                path = join(root, rel_path)
                if exists(path):
                    return path
        self.print_debug("Couldn't find resource: {0} {1}".\
                                   format(path_or_section, option))

    def is_shared_mode(self):
        return self.check_command_line("s")

    def check_command_line(self, flag):
        return "-" + flag in argv

    def print_debug(self, statement):
        if self.is_debug_mode():
            print statement

    def is_debug_mode(self):
        return self.check_command_line("d")

    def is_absolute_path(self, path):
        return normpath(path) == abspath(path)

    def subscribe(self, callback, kind=None):, kind)

    def unsubscribe(self, callback, kind=None):, kind)
import cProfile
from time import strftime
from os import mkdir
from os.path import join, exists

from GameChild import GameChild

class Profile(cProfile.Profile, GameChild):

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

    def requested(self):
        return self.check_command_line("p")

    def end(self):
        if self.requested():
            root = "stat/"
            if not exists(root):
            self.dump_stats(join(root, strftime("%Y%m%d-%H%M_%S.stat")))
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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