from pygame.key import get_pressed, get_mods
from pygame.font import Font
from pygame.locals import *

from esp_hadouken.pgfw.GameChild import GameChild

class Calibrator(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_screen()
        self.font = Font(self.parent.font_path, 10)
        self.delegate = self.get_delegate()
        self.load_configuration()
        self.render()
        self.place()
        self.subscribe(self.respond, KEYDOWN)

    def load_configuration(self):
        config = self.get_configuration("engine")
        self.step = config["calibrator-step"]

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

    def __str__(self):
        engine = self.parent
        accelerator = engine.accelerator
        pattern = "v {0:.2f} a {1:.2f} r {2:.2f} t {3:.2f} pa {4:.2f} " + \
                  "pd {5:.2f} lna {6:.2f} lnd {7:.2f} hna {8:.2f} d {9:.2f}"
        return pattern.format(engine.max_velocity, accelerator.attack,
                              accelerator.release, accelerator.initial_thrust,
                              accelerator.peak_acceleration,
                              accelerator.peak_distance,
                              accelerator.min_negative_acceleration,
                              accelerator.min_negative_acceleration_distance,
                              accelerator.max_negative_acceleration,
                              engine.deceleration)

    def place(self):
        rect = self.text.get_rect()
        rect.bottomleft = self.display_surface.get_rect().bottomleft
        self.rect = rect

    def respond(self, event):
        if self.parent.parent.is_active():
            if get_mods() & KMOD_CTRL and event.key == K_COMMA:
                profile = self.parent.profile
                profile.add(increment_index=True)
                profile.write()

    def update(self):
        self.calibrate()
        self.draw()

    def calibrate(self):
        state = get_pressed()
        step = self.step
        engine = self.parent
        accelerator = engine.accelerator
        if state[K_1]:
            engine.max_velocity += step
        if state[K_q]:
            engine.max_velocity -= step
        if state[K_2]:
            accelerator.attack += step
        if state[K_w]:
            accelerator.attack -= step
        if state[K_3]:
            accelerator.release += step
        if state[K_e]:
            accelerator.release -= step
        if state[K_4]:
            accelerator.initial_thrust += step
        if state[K_r]:
            accelerator.initial_thrust -= step
        if state[K_5]:
            accelerator.peak_acceleration += step
        if state[K_t]:
            accelerator.peak_acceleration -= step
        if state[K_6]:
            accelerator.peak_distance += step
        if state[K_y]:
            accelerator.peak_distance -= step
        if state[K_7]:
            accelerator.min_negative_acceleration += step
        if state[K_u]:
            accelerator.min_negative_acceleration -= step
        if state[K_8]:
            accelerator.min_negative_acceleration_distance += step
        if state[K_i]:
            accelerator.min_negative_acceleration_distance -= step
        if state[K_9]:
            accelerator.max_negative_acceleration += step
        if state[K_o]:
            accelerator.max_negative_acceleration -= step
        if state[K_0]:
            engine.deceleration += step
        if state[K_p]:
            engine.deceleration -= step

    def draw(self):
        if self.string != str(self):
            self.render()
        self.display_surface.blit(self.text, self.rect)
from esp_hadouken.pgfw.GameChild import GameChild

class Profile(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.delegate = self.get_delegate()
        self.load_configuration()
        self.load()
        self.apply()
        self.subscribe(self.respond)

    def load_configuration(self):
        self.path = self.get_resource("engine", "profile-path")

    def load(self):
        list.__init__(self)
        for line in file(self.path):
            self.add(line.split())
        self.index = 0

    def add(self, values=None, increment_index=False):
        if not values:
            engine = self.parent
            accelerator = engine.accelerator
            values = "NAME-ME", engine.max_velocity, accelerator.attack, \
                     accelerator.release, accelerator.initial_thrust, \
                     accelerator.peak_acceleration, accelerator.peak_distance, \
                     accelerator.min_negative_acceleration, \
                     accelerator.min_negative_acceleration_distance, \
                     accelerator.max_negative_acceleration, \
                     engine.deceleration, 1
        self.append([values[0]] + map(float, values[1:-1]) + \
                    [bool(int(values[-1]))])
        if increment_index:
            self.increment_index()


    def apply(self):
        engine = self.parent
        profile = self[self.index]
        engine.set(profile[1], profile[-2])
        engine.accelerator.set(profile[2:-2])

    def respond(self, event):
        if self.parent.parent.is_active():
            if self.delegate.compare(event, "select"):
                self.rotate()

    def rotate(self):
        self.set_next_active()
        self.apply()

    def set_next_active(self):
        while True:
            self.increment_index()
            if self[self.index][-1]:
                break

    def increment_index(self):
        index = self.index + 1
        if index >= len(self):
            index = 0
        self.index = index

    def write(self):
        stream = file(self.path, "w")
        for profile in self:
            stream.write(" ".join(map(str, profile[:-1]) + \
                                  [str(int(profile[-1]))]) + "\n")
from esp_hadouken.pgfw.GameChild import GameChild
from esp_hadouken.pgfw.Vector import Vector
from esp_hadouken.dot.engine.accelerator.Pedal import Pedal

class Accelerator(GameChild, list):

    N, NE, E, SE, S, SW, W, NW = range(8)

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.input = self.get_input()
        self.load_configuration()
        self.init_list()

    def load_configuration(self):
        config = self.get_configuration("engine")
        self.display_flag = config["accelerator-display-flag"]

    def init_list(self):
        list.__init__(self, [Pedal(self, ii) for ii in range(8)])

    def set(self, values):
        self.attack = values[0]
        self.release = values[1]
        self.initial_thrust = values[2]
        self.peak_acceleration = values[3]
        self.peak_distance = values[4]
        self.min_negative_acceleration = values[5]
        self.min_negative_acceleration_distance = values[6]
        self.max_negative_acceleration = values[7]

    def set_slopes(self):
        self.apply_to_pedals("set_slopes")

    def apply_to_pedals(self, method):
        for pedal in self:
            getattr(pedal, method)()

    def reset(self):
        self.apply_to_pedals("reset")

    def update(self):
        S, E, N, W = self.input.get_axes().values()
        self[self.N].update(N and not W and not E)
        self[self.NE].update(N and E)
        self[self.E].update(E and not N and not S)
        self[self.SE].update(E and S)
        self[self.S].update(S and not E and not W)
        self[self.SW].update(S and W)
        self[self.W].update(W and not S and not N)
        self[self.NW].update(W and N)

    def get_sum(self):
        total = Vector()
        for pedal in self:
            total += pedal
        return total
13.59.95.99
13.59.95.99
13.59.95.99
 
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