from pygame import display
from pygame.font import Font
from pygame.time import get_ticks, wait

from GameChild import GameChild

class Mainloop(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.overflow = 0
        self.frame_count = 1
        self.actual_frame_duration = 0
        self.frames_this_second = 0
        self.last_framerate_display = 0
        self.last_ticks = get_ticks()
        self.stopping = False

    def load_configuration(self):
        config = self.get_configuration("display")
        self.target_frame_duration = config["frame-duration"]
        self.wait_duration = config["wait-duration"]
        self.skip_frames = config["skip-frames"]
        self.show_framerate = config["show-framerate"]
        self.framerate_text_size = config["framerate-text-size"]
        self.framerate_text_color = config["framerate-text-color"]
        self.framerate_text_background = config["framerate-text-background"]
        self.framerate_display_flag = config["framerate-display-flag"]

    def init_framerate_display(self):
        if self.framerate_display_active():
            screen = self.get_screen()
            self.last_framerate_count = 0
            self.framerate_topright = screen.get_rect().topright
            self.display_surface = screen
            self.font = Font(None, self.framerate_text_size)

    def framerate_display_active(self):
        return self.check_command_line(self.framerate_display_flag) or \

    def render_framerate(self):
        text = self.font.render(str(self.last_framerate_count), False,
        rect = text.get_rect()
        rect.topright = self.framerate_topright
        self.framerate_text = text
        self.framerate_text_rect = rect

    def run(self):
        while not self.stopping:
        self.stopping = False

    def advance_frame(self):
        refresh = False
        while self.frame_count > 0:
            refresh = True
            if self.framerate_display_active():
            self.frame_count -= 1
            if not self.skip_frames:
        if refresh:

    def update_frame_duration(self):
        last_ticks = self.last_ticks
        actual_frame_duration = get_ticks() - last_ticks
        last_ticks = get_ticks()
        while actual_frame_duration < self.target_frame_duration:
            actual_frame_duration += get_ticks() - last_ticks
            last_ticks = get_ticks()
        self.actual_frame_duration = actual_frame_duration
        self.last_ticks = last_ticks

    def update_overflow(self):
        self.frame_count = 1
        target_frame_duration = self.target_frame_duration
        overflow = self.overflow
        overflow += self.actual_frame_duration - target_frame_duration
        while overflow > target_frame_duration:
            self.frame_count += 1
            overflow -= target_frame_duration
        overflow = self.overflow

    def update_framerate(self):
        count = self.frames_this_second + 1
        if get_ticks() - self.last_framerate_display > 1000:
            if count != self.last_framerate_count:
                self.last_framerate_count = count
            self.last_framerate_display = get_ticks()
            count = 0
        self.display_surface.blit(self.framerate_text, self.framerate_text_rect)
        self.frames_this_second = count

    def stop(self):
        self.stopping = True
from os import makedirs
from os.path import exists, join
from sys import exc_info
from time import strftime

from pygame import image

from GameChild import *
from Input import *

class ScreenGrabber(GameChild):

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

    def load_configuration(self):
        config = self.get_configuration("screen-captures")
        self.save_path = config["path"]
        self.file_name_format = config["file-name-format"]
        self.file_extension = config["file-extension"]

    def save_display(self, event):
        if, "capture-screen"):
            directory = self.save_path
                if not exists(directory):
                name = self.build_name()
                path = join(directory, name)
                capture =, path)
                self.print_debug("Saved screen capture to %s" % (path))
                self.print_debug("Couldn't save screen capture to %s, %s" %\
                                 (directory, exc_info()[1]))

    def build_name(self):
        return "{0}.{1}".format(strftime(self.file_name_format),
from random import randint
from math import sin, cos, atan2, radians, sqrt

from pygame import Surface, PixelArray, Color
from pygame.mixer import get_num_channels, Channel
from pygame.locals import *

def get_step(start, end, speed):
    angle = get_angle(start, end)
    return speed * sin(angle), speed * cos(angle)

def get_angle(start, end):
    return atan2(end[0] - start[0], end[1] - start[1])

def get_endpoint(start, angle, magnitude):
    """clockwise, 0 is up"""
    x0, y0 = start
    dx, dy = get_delta(angle, magnitude)
    return x0 + dx, y0 + dy

def get_delta(angle, magnitude):
    angle = radians(angle)
    return sin(angle) * magnitude, -cos(angle) * magnitude

def rotate_2d(point, center, angle, translate_angle=True):
    if translate_angle:
        angle = radians(angle)
    x, y = point
    cx, cy = center
    return cos(angle) * (x - cx) - sin(angle) * (y - cy) + cx, \
           sin(angle) * (x - cx) + cos(angle) * (y - cy) + cy

def get_points_on_circle(center, radius, count, offset=0):
    angle_step = 360.0 / count
    points = []
    current_angle = 0
    for _ in xrange(count):
        points.append(get_point_on_circle(center, radius,
                                          current_angle + offset))
        current_angle += angle_step
    return points

def get_point_on_circle(center, radius, angle, translate_angle=True):
    if translate_angle:
        angle = radians(angle)
    return center[0] + sin(angle) * radius, center[1] - cos(angle) * radius

def get_range_steps(start, end, count):
    for ii in xrange(count):
        yield start + (end - start) * ii / float(count - 1)

def get_distance(p0, p1):
    return sqrt((p0[0] - p1[0]) ** 2 + (p0[1] - p1[1]) ** 2)

def place_in_rect(rect, incoming, contain=True, *args):
    while True: = randint(0, rect.w), randint(0, rect.h)
        if not contain or rect.contains(incoming):
            collides = False
            for inner in args:
                if inner.colliderect(incoming):
                    collides = True
            if not collides:

# from
def get_intersection(p0, p1, p2, p3):
    x0, y0 = p0
    x1, y1 = p1
    x2, y2 = p2
    x3, y3 = p3
    a0 = y1 - y0
    b0 = x0 - x1
    c0 = x1 * y0 - x0 * y1
    r2 = a0 * x2 + b0 * y2 + c0
    r3 = a0 * x3 + b0 * y3 + c0
    if r2 != 0 and r3 != 0 and r2 * r3 > 0:
        return None
    a1 = y3 - y2
    b1 = x2 - x3
    c1 = x3 * y2 - x2 * y3
    r0 = a1 * x0 + b1 * y0 + c1
    r1 = a1 * x1 + b1 * y1 + c1
    if r0 != 0 and r1 != 0 and r0 * r1 > 0:
        return None
    denominator = a0 * b1 - a1 * b0
    if denominator == 0:
        return (x0 + x1 + x2 + x3) / 4, (y0 + y1 + y2 + y3) / 4
    if denominator < 0:
        offset = -denominator / 2
        offset = denominator / 2
    numerator = b0 * c1 - b1 * c0
    x = ((-1, 1)[numerator < 0] * offset + numerator) / denominator
    numerator = a1 * c0 - a0 * c1
    y = ((-1, 1)[numerator < 0] * offset + numerator) / denominator
    return x, y

def collide_line_with_rect(rect, p0, p1):
    for line in ((rect.topleft, rect.topright),
                 (rect.topright, rect.bottomright),
                 (rect.bottomright, rect.bottomleft),
                 (rect.bottomleft, rect.topleft)):
        if get_intersection(p0, p1, *line):
            return True

def render_box(font, text, antialias, color, background=None, border=None,
               border_width=1, padding=0):
    surface = font.render(text, antialias, color, background)
    if padding:
        if isinstance(padding, int):
            padding = [padding] * 2
        padding = [x * 2 for x in padding]
        rect = surface.get_rect()
        padded_surface = Surface(rect.inflate(padding).size, SRCALPHA)
        if background is not None:
            padded_surface.fill(background) = padded_surface.get_rect().center
        padded_surface.blit(surface, rect)
        surface = padded_surface
    if border is not None:
        if isinstance(border_width, int):
            border_width = [border_width] * 2
        border_width = [x * 2 for x in border_width]
        rect = surface.get_rect()
        bordered_surface = Surface(rect.inflate(border_width).size)
        bordered_surface.fill(border) = bordered_surface.get_rect().center
        bordered_surface.blit(surface, rect)
        surface = bordered_surface
    return surface

def get_color_swapped_surface(surface, current, replacement):
    swapped = surface.copy()
    pixels = PixelArray(swapped)
    pixels.replace(current, replacement)
    del pixels
    return swapped

def get_busy_channel_count():
    count = 0
    for index in xrange(get_num_channels()):
        count += Channel(index).get_busy()
    return count

def get_hue_shifted_surface(base, offset):
    surface = base.copy()
    pixels = PixelArray(surface)
    color = Color(0, 0, 0)
    for x in xrange(surface.get_width()):
        for y in xrange(surface.get_height()):
            h, s, l, a = Color(*surface.unmap_rgb(pixels[x][y])).hsla
            if a:
                color.hsla = (h + offset) % 360, s, l, a
                pixels[x][y] = color
    del pixels
    return surface

def fill_tile(surface, tile):
    for x in xrange(0, surface.get_width(), tile.get_width()):
        for y in xrange(0, surface.get_height(), tile.get_height()):
            surface.blit(tile, (x, y))

def get_shadowed_text(text, font, offset, color, antialias=True, shadow_color=(0, 0, 0),
                      colorkey=(255, 0, 255)):
    foreground = font.render(text, antialias, color)
    background = font.render(text, antialias, shadow_color)
    alpha = SRCALPHA if antialias else 0
    surface = Surface((foreground.get_width() + offset[0],
                       foreground.get_height() + offset[1]), alpha)
    if not antialias:
    surface.blit(background, ((abs(offset[0]) + offset[0]) / 2,
                              (abs(offset[1]) + offset[1]) / 2))
    surface.blit(foreground, ((abs(offset[0]) - offset[0]) / 2,
                              (abs(offset[1]) - offset[1]) / 2))
    return surface

def get_hsla_color(hue, saturation=100, lightness=50, alpha=100):
    color = Color(0, 0, 0, 0)
    color.hsla = hue, saturation, lightness, alpha
    return color
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.


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.