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)
216.73.216.174
216.73.216.174
216.73.216.174
 
June 23, 2019

is pikachu dead

yes and how about that for a brain tickler that what you're seeing all along was a ghost. we used a digital stream of bits that in the future we call blood to recreate everything as a malleable substance that is projected through computers over a massive interstellar network that runs faster than the speed of light in order to simultaneously exist at every moment in time exactly the same way effectively creating a new dimension through which you can experience the timeless joy of video games. you can press a button and watch the impact of your actions instantaneously resonate eternally across an infinite landscape as you the master of a constantly regenerating universe supplant your reality with your imagination giving profoundly new meaning to the phrase what goes around comes around as what comes around is the manifestation of the thoughts you had before you were aware of them. thoughts before they were thought and actions before they were done! it's so revolutionary we saved it for 10,000 years from now but it's all recycled here in the past with you at the helm and the future at the tips of your fingers