from os import makedirs
from os.path import exists, join
from tempfile import TemporaryFile
from time import strftime

from pygame.image import tostring, frombuffer, save
from pygame.time import get_ticks

from GameChild import GameChild

class VideoRecorder(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.set_requested()
        if self.requested:
            self.display_surface = self.get_display_surface()
            self.delegate = self.get_delegate()
            self.load_configuration()
            self.reset()
            self.subscribe(self.respond)

    def set_requested(self):
        self.requested = self.get_configuration("video-recordings")["enable"] \
                         or self.check_command_line("-enable-video")

    def load_configuration(self):
        config = self.get_configuration("video-recordings")
        self.root = config["path"]
        self.directory_name_format = config["directory-name-format"]
        self.file_extension = config["file-extension"]
        self.frame_format = config["frame-format"]
        self.framerate = config["framerate"]

    def reset(self):
        self.recording = False
        self.frame_length = None
        self.frames = None
        self.last_frame = 0

    def respond(self, event):
        compare = self.delegate.compare
        if compare(event, "record-video"):
            self.toggle_record()
        elif compare(event, "reset-game"):
            self.reset()

    def toggle_record(self):
        recording = not self.recording
        if recording:
            self.frame_length = len(self.get_string())
            self.frames = TemporaryFile()
        else:
            self.write_frames()
        self.recording = recording

    def get_string(self):
        return tostring(self.display_surface, self.frame_format)

    def write_frames(self):
        root = join(self.root, strftime(self.directory_name_format))
        if not exists(root):
            makedirs(root)
        size = self.display_surface.get_size()
        frames = self.frames
        frames.seek(0)
        for ii, frame in enumerate(iter(lambda: frames.read(self.frame_length),
                                        "")):
            path = join(root, "%04i.png" % ii)
            save(frombuffer(frame, size, self.frame_format), path)
        print "wrote video frames to " + root

    def update(self):
        ticks = get_ticks()
        if self.recording and ticks - self.last_frame >= self.framerate:
            self.frames.write(self.get_string())
            self.last_frame = ticks
from pygame.time import get_ticks

from GameChild import GameChild

class TimeFilter(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.ticks = self.unfiltered_ticks = self.last_ticks = get_ticks()
        self.open()

    def close(self):
        self.closed = True

    def open(self):
        self.closed = False

    def get_ticks(self):
        return self.ticks

    def get_unfiltered_ticks(self):
        return self.unfiltered_ticks

    def get_last_ticks(self):
        return self.last_ticks

    def get_last_frame_duration(self):
        return self.last_frame_duration

    def update(self):
        ticks = get_ticks()
        self.last_frame_duration = duration = ticks - self.last_ticks
        if not self.closed:
            self.ticks += duration
        self.unfiltered_ticks += duration
        self.last_ticks = ticks
class Vector(list):

    def __init__(self, x=0, y=0):
        list.__init__(self, (x, y))

    def __getattr__(self, name):
        if name == "x":
            return self[0]
        elif name == "y":
            return self[1]

    def __setattr__(self, name, value):
        if name == "x":
            self[0] = value
        elif name == "y":
            self[1] = value
        else:
            list.__setattr__(self, name, value)

    def __add__(self, other):
        return Vector(self.x + other[0], self.y + other[1])

    __radd__ = __add__

    def __iadd__(self, other):
        self.x += other[0]
        self.y += other[1]
        return self

    def __sub__(self, other):
        return Vector(self.x - other[0], self.y - other[1])

    def __rsub__(self, other):
        return Vector(other[0] - self.x, other[1] - self.y)

    def __isub__(self, other):
        self.x -= other[0]
        self.y -= other[1]
        return self

    def __mul__(self, other):
        return Vector(self.x * other, self.y * other)

    __rmul__ = __mul__

    def __imul__(self, other):
        self.x *= other
        self.y *= other
        return self

    def apply_to_components(self, function):
        self.x = function(self.x)
        self.y = function(self.y)

    def place(self, x=None, y=None):
        if x is not None:
            self.x = x
        if y is not None:
            self.y = y

    def move(self, dx=0, dy=0):
        if dx:
            self.x += dx
        if dy:
            self.y += dy

    def place_at_origin(self):
        self.x = 0
        self.y = 0
from os import listdir
from os.path import isfile, join
from sys import exc_info, stdout
from glob import glob

from pygame import Color, Rect, Surface, PixelArray
from pygame.image import load
from pygame.transform import flip
from pygame.locals import *

from Animation import Animation
from Vector import Vector

class Sprite(Animation):

    def __init__(self, parent, framerate=None):
        Animation.__init__(self, parent, self.shift_frame, framerate)
        self.frames = []
        self.mirrored = False
        self.alpha = 255
        self.locations = []
        self.framesets = [Frameset(self, framerate=framerate)]
        self.set_frameset(0)
        self.locations.append(Location(self))
        self.motion_overflow = Vector()
        self.stop()
        self.display_surface = self.get_display_surface()

    def __getattr__(self, name):
        if name in ("location", "rect"):
            return self.locations[0]
        if hasattr(Animation, "__getattr__"):
            return Animation.__getattr__(self, name)
        raise AttributeError, name

    def set_frameset(self, identifier):
        if isinstance(identifier, str):
            for ii, frameset in enumerate(self.framesets):
                if frameset.name == identifier:
                    identifier = ii
                    break
        self.frameset_index = identifier
        self.register_interval()
        self.update_location_size()
        if self.get_current_frameset().length() > 1:
            self.play()

    def register_interval(self):
        self.register(self.shift_frame,
                      interval=self.get_current_frameset().framerate)

    def get_current_frameset(self):
        return self.framesets[self.frameset_index]

    def update_location_size(self):
        size = self.get_current_frameset().rect.size
        for location in self.locations:
            location.size = size
            location.fader.init_surface()

    def set_framerate(self, framerate):
        self.get_current_frameset().set_framerate(framerate)
        self.register_interval()

    def load_from_path(self, path, transparency=False, ppa=True, key=None,
                       query=None, omit=False):
        if isfile(path):
            paths = [path]
        else:
            if query:
                paths = sorted(glob(join(path, query)))
            else:
                paths = [join(path, name) for name in sorted(listdir(path))]
        for path in paths:
            img = load(path)
            if transparency:
                if ppa:
                    frame = img.convert_alpha()
                else:
                    frame = self.fill_colorkey(img, key)
            else:
                frame = img.convert()
            self.add_frame(frame, omit)

    def fill_colorkey(self, img, key=None):
        if not key:
            key = (255, 0, 255)
        img = img.convert_alpha()
        frame = Surface(img.get_size())
        frame.fill(key)
        frame.set_colorkey(key)
        frame.blit(img, (0, 0))
        return frame

    def add_frame(self, frame, omit=False):
        self.frames.append(frame)
        frame.set_alpha(self.alpha)
        if not omit:
            frameset = self.get_current_frameset()
            frameset.add_index(self.frames.index(frame))
            self.update_location_size()
            if frameset.length() > 1:
                self.play()

    def shift_frame(self):
        self.get_current_frameset().shift()

    def get_current_frame(self):
        return self.frames[self.get_current_frameset().get_current_id()]

    def move(self, dx=0, dy=0):
        for location in self.locations:
            location.move_ip(dx, dy)

    def reset_motion_overflow(self):
        for location in self.locations:
            location.reset_motion_overflow()

    def collide(self, other):
        if not isinstance(other, Rect):
            other = other.rect
        for location in self.locations:
            if location.colliderect(other):
                return location

    def mirror(self):
        frames = self.frames
        for ii, frame in enumerate(frames):
             frames[ii] = flip(frame, True, False)
        self.mirrored = not self.mirrored

    def clear_frames(self):
        self.frames = []
        for frameset in self.framesets:
            frameset.order = []
            frameset.reset()
            frameset.measure_rect()

    def add_location(self, topleft=None, offset=(0, 0), count=1, base=0):
        if topleft is not None:
            for ii in xrange(count):
                self.locations.append(Location(
                    self, Rect(topleft, self.locations[0].size)))
        else:
            base = self.locations[base]
            current_offset = list(offset)
            for ii in xrange(count):
                self.locations.append(Location(self,
                                               base.move(*current_offset)))
                current_offset[0] += offset[0]
                current_offset[1] += offset[1]
        return self.locations[-1]

    def fade(self, length=0, out=None, index=None):
        if index is None:
            for location in self.locations:
                fader = location.fader
                fader.reset()
                fader.start(length, out)
        else:
            fader = self.locations[index].fader
            fader.reset()
            fader.start(length, out)

    def set_alpha(self, alpha):
        self.alpha = alpha
        for frame in self.frames:
            frame.set_alpha(alpha)
        for location in self.locations:
            location.fader.set_alpha()

    def add_frameset(self, order=[], framerate=None, name=None, switch=False):
        frameset = Frameset(self, order, framerate, name)
        self.framesets.append(frameset)
        if switch:
            self.set_frameset(len(self.framesets) - 1)
        return frameset

    def hide(self):
        for location in self.locations:
            location.hide()

    def unhide(self):
        for location in self.locations:
            location.unhide()

    def toggle_hidden(self):
        for location in self.locations:
            location.toggle_hidden()

    def is_hidden(self):
        return all(location.is_hidden() for location in self.locations)

    def remove_locations(self, location=None):
        if location:
            self.locations.remove(location)
        else:
            self.locations = self.locations[:1]

    def reverse(self, frameset=None):
        if frameset:
            frameset.reverse()
        else:
            for frameset in self.framesets:
                frameset.reverse()

    def go(self, dx=0, dy=0):
        self.go_vector = Vector(dx, dy)

    def stop(self):
        self.go_vector = Vector()

    def is_going(self):
        return self.go_vector != [0, 0]

    def update(self, areas=None, substitute=None):
        Animation.update(self)
        if self.is_going():
            self.move(*self.go_vector)
        if self.get_current_frameset().length():
            self.draw(areas, substitute)

    def draw(self, areas=None, substitute=None):
        for location in self.locations:
            location.fader.draw(areas, substitute)


class Location(Rect):

    def __init__(self, sprite, rect=(0, 0, 0, 0)):
        self.sprite = sprite
        Rect.__init__(self, rect)
        self.motion_overflow = Vector()
        self.fader = Fader(self)
        self.unhide()

    def move_ip(self, dx, dy):
        if isinstance(dx, float) or isinstance(dy, float):
            excess = self.update_motion_overflow(dx, dy)
            Rect.move_ip(self, int(dx) + excess[0], int(dy) + excess[1])
        else:
            Rect.move_ip(self, dx, dy)

    def update_motion_overflow(self, dx, dy):
        overflow = self.motion_overflow
        overflow.move(dx - int(dx), dy - int(dy))
        excess = map(int, overflow)
        overflow[0] -= int(overflow[0])
        overflow[1] -= int(overflow[1])
        return excess

    def reset_motion_overflow(self):
        self.motion_overflow.place_at_origin()

    def apply_motion_overflow(self, coordinates=None):
        if coordinates is None:
            coordinates = self.topleft
        return self.motion_overflow + coordinates

    def hide(self):
        self.hidden = True

    def unhide(self):
        self.hidden = False

    def toggle_hidden(self):
        self.hidden = not self.hidden

    def is_hidden(self):
        return self.hidden


class Fader(Surface):

    def __init__(self, location):
        self.location = location
        self.time_filter = location.sprite.get_game().time_filter
        self.reset()

    def reset(self):
        self.init_surface()
        self.fade_remaining = None

    def init_surface(self):
        Surface.__init__(self, self.location.size)
        if self.location.sprite.get_current_frameset().length():
            background = Surface(self.get_size())
            sprite = self.location.sprite
            key = sprite.get_current_frame().get_colorkey() or (255, 0, 255)
            self.set_colorkey(key)
            background.fill(key)
            self.background = background
            self.set_alpha()

    def set_alpha(self, alpha=None):
        if alpha is None:
            alpha = self.location.sprite.alpha
        Surface.set_alpha(self, alpha)

    def start(self, length, out=None):
        if self.fade_remaining <= 0:
            alpha = self.get_alpha()
            maximum = self.location.sprite.alpha
            if out is None:
                out = alpha == maximum
            if out and alpha > 0 or not out and alpha < maximum:
                self.fade_length = self.fade_remaining = length
                self.start_time = self.time_filter.get_ticks()
                self.fading_out = out

    def draw(self, areas=None, substitute=None):
        sprite = self.location.sprite
        if substitute is None:
            frame = sprite.get_current_frame()
        else:
            frame = substitute
        if self.fade_remaining >= 0:
            self.update_alpha()
            self.clear()
            frame.set_alpha(255)
            self.blit(frame, (0, 0))
            frame.set_alpha(sprite.alpha)
            if not self.location.is_hidden():
                if frame.get_colorkey() is None:
                    ratio = self.get_alpha() / 255.0
                    pixels = PixelArray(frame.copy())
                    color = Color(0, 0, 0)
                    for x in xrange(len(pixels)):
                        for y in xrange(len(pixels[0])):
                            h, s, l, a = Color(*frame.unmap_rgb(pixels[x][y])).hsla
                            if a:
                                color.hsla = h, s, l, int(a * ratio)
                                pixels[x][y] = color
                    self.blit_to_display(pixels.make_surface(), areas)
                    del pixels
                else:
                    self.blit_to_display(self, areas)
        elif self.fade_remaining is None or self.get_alpha() >= sprite.alpha:
            if self.fade_remaining >= 0:
                self.update_alpha()
            if not self.location.is_hidden():
                self.blit_to_display(frame, areas)

    def blit_to_display(self, frame, areas=None):
        if not isinstance(areas, list):
            areas = [areas]
        for area in areas:
            if area:
                dest = area.left + self.location.left, \
                       area.top + self.location.top
            else:
                dest = self.location
            self.location.sprite.display_surface.blit(frame, dest, area)

    def update_alpha(self):
        remaining = self.fade_remaining = self.fade_length - \
                    (self.time_filter.get_ticks() - self.start_time)
        ratio = self.fade_length and float(remaining) / self.fade_length
        if not self.fading_out:
            ratio = 1 - ratio
        maximum = self.location.sprite.alpha
        alpha = int(ratio * maximum)
        if alpha > maximum:
            alpha = maximum
        elif alpha < 0:
            alpha = 0
        self.set_alpha(alpha)

    def clear(self):
        self.blit(self.background, (0, 0))


class Frameset:

    def __init__(self, sprite, order=[], framerate=None, name=None):
        self.sprite = sprite
        self.name = name
        self.reversed = False
        self.order = []
        self.rect = Rect(0, 0, 0, 0)
        self.add_index(order)
        self.set_framerate(framerate)
        self.reset()

    def add_index(self, order):
        if isinstance(order, int):
            order = [order]
        self.order += order
        self.measure_rect()

    def set_framerate(self, framerate):
        self.framerate = framerate

    def reset(self):
        self.current_index = 0
        self.sprite.accounts[self.sprite.shift_frame].reset_interval()

    def get_current_id(self):
        return self.order[self.current_index]

    def measure_rect(self):
        max_width, max_height = 0, 0
        frames = self.sprite.frames
        for index in self.order:
            frame = frames[index]
            width, height = frame.get_size()
            max_width = max(width, max_width)
            max_height = max(height, max_height)
        self.rect.size = max_width, max_height

    def shift(self):
        if len(self.order) > 1:
            self.increment_index()

    def increment_index(self, increment=None):
        if increment is None:
            increment = 1 if not self.reversed else -1
        index = self.current_index + increment
        while index < 0:
            index += self.length()
        while index >= self.length():
            index -= self.length()
        self.current_index = index

    def length(self):
        return len(self.order)

    def reverse(self):
        self.reversed = not self.reversed
3.148.144.139
3.148.144.139
3.148.144.139
 
March 3, 2021

Video 📺

Computers are a gun. They can see the target; they can pull the trigger. Computers were made by the military to blow people's brains out if they stepped out of line. Google Coral is the same technology that pollutes the oceans, and so is the computer I'm using, and so are the platforms I'm using to post this.

Game 🎲

Games are a context in which all play is purposeful. Games expose the fundamentally nihilistic nature of the universe and futility of pursuing any path other than the inevitability of death and the torture of an evil that knows and exploits absolute freedom. Games are not educational; they are education.

Propaganda 🆒

Education is propaganda — ego driven by-product conveying nothing that would enable us to expose that vanities made for gain subject us further to an illusion created by those in control: the illusion that quantity can represent substance and that data or observation can replace meaning. And why say it, or how, without contradicting yourself, that everything, once registered, no longer exists, and in fact never did, exists only in relation to other non-existent things, and when you look, it's not there, not only because it's long vanished, but because where would it be?


fig. 2: Gamer goo is a lubricant — not for your skin, but for facilitating your ability to own the competition (image from Gamer goo review)

As a result of video games, the great Trojan horse 🎠 of imperialist consumerist representationalism, people are divided in halves to encourage them to act according to market ordained impulses, to feign assurance, penetrating themselves deeper into a tyranny from which every action signals allegiance, confusing the world with definitions and borders, constantly struggling to balance or brace themselves against forces that threaten the crumbling stability of their ego.

F

or example, a cup 🥃 is designed and built to hold something, maintain order and prevent chaos. It keeps water from spilling back to where it belongs, back where it wants to go and gravity wants it to go. The cup is a trap, and it is used to assert dominance over nature, to fill with thoughts about existence, time and self, thoughts regarding dissimilarity between equal parts and patterns that manifest in variation. These ruminations disguised as revelations boil away to reveal isolated and self-aggrandizing thoughts about an analogy fabricated to herald the profundity of one's campaign's propaganda. You have no authentic impulse except to feed a delusion of ultimate and final supremacy. That is why you play games. That is your nature. That is why you eventually smash the cup to bits 💥 or otherwise watch it disintegrate forever because it, by being useful, threatens your facade of ownership and control.


fig. 3: worth1000

The cup is you; it reflects you; it is a lens through which you see yourself; it reassures you, confirming your presence; it says something, being something you can observe. When you move, it moves, and it opens after being closed. You can use it as a vessel for penetration fantasies, keeping you warm and fertile, a fine host for the plague of consciousness, you reptile, you sun scorched transgressor that not only bites the hand that feeds, but buries it deep within a sterile chamber where nothing remains for it as a means of escape except the corpses of others that infringed upon your feeding frenzy.