from os import listdir
from os.path import join

from pygame.mixer import Channel, Sound, music, find_channel

from GameChild import *
from Input import *

class Audio(GameChild):

    current_channel = None
    paused = False
    muted = False

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

    def load_fx(self):
        fx = {}
        if self.get_configuration().has_option("audio", "sfx-path"):
            root = self.get_resource("audio", "sfx-path")
            if root:
                for name in listdir(root):
                    fx[name.split(".")[0]] = Sound(join(root, name))
        self.fx = fx

    def respond(self, event):
        if self.delegate.compare(event, "mute"):
            self.mute()

    def mute(self):
        self.muted = True
        self.set_volume()

    def unmute(self):
        self.muted = False
        self.set_volume()

    def set_volume(self):
        volume = int(not self.muted)
        music.set_volume(volume)
        if self.current_channel:
            self.current_channel.set_volume(volume)

    def play_bgm(self, path, stream=False):
        self.stop_current_channel()
        if stream:
            music.load(path)
            music.play(-1)
        else:
            self.current_channel = Sound(path).play(-1)
        self.set_volume()

    def stop_current_channel(self):
        music.stop()
        if self.current_channel:
            self.current_channel.stop()
        self.current_channel = None
        self.paused = False

    def play_fx(self, name, panning=.5):
        if not self.muted:
            channel = find_channel(True)
            if panning != .5:
                offset = 1 - abs(panning - .5) * 2
                if panning < .5:
                    channel.set_volume(1, offset)
                else:
                    channel.set_volume(offset, 1)
            channel.play(self.fx[name])

    def pause(self):
        channel = self.current_channel
        paused = self.paused
        if paused:
            music.unpause()
            if channel:
                channel.unpause()
        else:
            music.pause()
            if channel:
                channel.pause()
        self.paused = not paused

    def is_bgm_playing(self):
        current = self.current_channel
        if current and current.get_sound():
            return True
        return music.get_busy()
# -*- coding: utf-8 -*-

from random import randint, randrange, choice
from time import time
from operator import itemgetter

from pygame import Surface, PixelArray, Rect
from pygame.draw import aalines, polygon
from pygame.font import Font
from pygame.mixer import Sound
from pygame.locals import *

from lib.pgfw.pgfw.Game import Game
from lib.pgfw.pgfw.GameChild import GameChild
from lib.pgfw.pgfw.Sprite import Sprite
from lib.pgfw.pgfw.extension import render_box

class ElectricSieve(Game):

    def __init__(self):
        Game.__init__(self)
        self.background = Surface(self.display.screen.get_size())
        self.background.fill((255, 80, 190))
        self.title.activate()

    def set_children(self):
        Game.set_children(self)
        self.title = Title(self)
        self.sieve = Sieve(self)
        self.triangles = Triangles(self)
        self.acid = Acid(self)
        self.static = Static(self)

    def update(self):
        self.title.update()
        if self.triangles.active:
            self.display.screen.blit(self.background, (0, 0))
        self.triangles.update()
        self.sieve.update()
        self.static.update()


class Title(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.delegate = self.parent.delegate
        bg_color = (255, 222, 173)
        self.background = surface = Surface(self.display_surface.get_size())
        tile = Surface((2, 2))
        tile.fill(bg_color)
        tile.set_at((0, 1), (220, 119, 41))
        tile.set_at((1, 0), (220, 119, 41))
        for y in xrange(0, surface.get_height(), 2):
            for x in xrange(0, surface.get_width(), 2):
                surface.blit(tile, (x, y))
        # font = Font(self.get_resource("display", "title-font-path"), 20)
        # font.set_italic(True)
        # font.set_bold(True)
        # self.captions = captions = Sprite(self), Sprite(self)
        # colors = (0, 68, 170), (255, 255, 255), (128, 128, 128), \
        #          (220, 119, 41), (255, 80, 80), (0, 90, 110)
        # texts = ["", ""]
        # for ii, text in \
        #         enumerate(self.get_configuration("display",
        #                                          "caption").upper().split()):
        #     texts[ii] += "•" * (5 if ii else 3)
        #     for ch in text:
        #         texts[ii] += ch + "    "
        #     texts[ii] = texts[ii].strip() + "•" * (5 if ii else 3)
        # for _ in xrange(25):
        #     color = choice(colors)
        #     captions[0].add_frame(font.render(texts[0], True, color, (220, 208, 255)))
        #     captions[1].add_frame(font.render(texts[1], True, color, (220, 208, 255)))
        # cx = self.display_surface.get_rect().centerx
        # captions[0].location.center = cx, 301
        # captions[1].location.center = cx, 398
        self.scoreboard = Scoreboard(self)
        self.music = Sound(self.get_resource("audio", "title"))
        self.advance = Sound(self.get_resource("audio", "title-advance"))
        self.subscribe(self.respond)

    def respond(self, event):
        if self.active:
            if self.delegate.compare(event, "advance"):
                self.deactivate()
                self.parent.triangles.activate()
                self.parent.sieve.activate()
                self.parent.static.activate()
                self.advance.play()

    def activate(self):
        self.active = True
        self.music.play(-1)

    def deactivate(self):
        self.active = False
        self.music.fadeout(500)

    def update(self):
        if self.active:
            self.display_surface.blit(self.background, (0, 0))
            # for caption in self.captions:
            #     caption.update()
            self.scoreboard.update()


class Strip(Sprite):

    LEFT, RIGHT = range(2)

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.deactivate()
        self.display_surface = self.get_display_surface()
        self.delegate = self.get_game().delegate
        self.hshifts = Shift(self, 1, "shift-2"), Shift(self, -1, "shift-2")
        self.add_frames()
        self.subscribe(self.respond)

    def deactivate(self):
        self.active = False

    def reset(self):
        for shift in self.hshifts:
            shift.reset()

    def add_frames(self):
        pass

    def respond(self, event):
        if self.active:
            compare = self.delegate.compare
            if compare(event, "left") or compare(event, "left", True):
                self.hshifts[self.LEFT].active = not event.cancel
            elif compare(event, "right") or compare(event, "right", True):
                self.hshifts[self.RIGHT].active = not event.cancel

    def activate(self):
        self.active = True

    def update(self):
        if self.active:
            for shift in self.hshifts:
                shift.update()
                if shift.time:
                    self.move(shift.get_change())
            Sprite.update(self)


class Shift(GameChild):

    def __init__(self, parent, direction, nodeset):
        GameChild.__init__(self, parent)
        self.direction = direction
        self.reset()
        self.timer = self.get_game().time_filter
        self.nodeset = self.get_game().interpolator.get_nodeset(nodeset)

    def reset(self):
        self.active = False
        self.time = 0

    def update(self):
        least, greatest = self.nodeset[0].x, self.nodeset[-1].x
        if self.active and self.time < greatest:
            self.time = min(self.time + self.timer.get_last_frame_duration(),
                            greatest)
        elif not self.active and self.time > least:
            self.time = max(self.time - self.timer.get_last_frame_duration(),
                            least)

    def get_change(self):
        return self.nodeset.get_y(self.time) * self.direction


class Scoreboard(GameChild):


    BACKGROUND = 255, 255, 255
    FOREGROUND = 27, 27, 27
    NEW = 27, 27, 27
    SPACING = 70
    MARGIN = 30
    BLINK_INTERVAL = 400
    PADDING = 6
    BORDER = 1
    SCORE_COUNT = 9

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        ds = self.display_surface = self.get_display_surface()
        self.scores_path = self.get_resource("score", "path")
        self.most_recent_score = None
        self.load()

    def load(self):
        self.sprites = sprites = []
        font_path = self.get_resource("display", "scoreboard-font-path")
        sizes = [24] * self.SCORE_COUNT
        blink = False
        for ii, score in enumerate(self.get_scores()[:len(sizes)]):
            font = Font(font_path, sizes[ii])
            sprites.append((Sprite(self, self.BLINK_INTERVAL),
                            Sprite(self, self.BLINK_INTERVAL)))
            score_text = str(score[1])
            color = self.BACKGROUND if (self.most_recent_score and not blink and score[1:] == \
                                        self.most_recent_score) else self.FOREGROUND
            score_plate = font.render(score_text, False, color, self.BACKGROUND)
            rect = score_plate.get_rect()
            surface = Surface(rect.inflate((2, 2)).size)
            surface.fill(self.FOREGROUND)
            rect.center = surface.get_rect().center
            surface.blit(score_plate, rect)
            sprites[ii][1].add_frame(render_box(font, score_text, False, color,
                                                self.BACKGROUND, self.FOREGROUND, self.BORDER, self.PADDING))
            sprites[ii][0].add_frame(render_box(font, score[2], False, color,
                                                 self.BACKGROUND, self.FOREGROUND, self.BORDER, self.PADDING))
            if self.most_recent_score and not blink and score[1:] == self.most_recent_score:
                sprites[ii][1].add_frame(render_box(font, score_text, False, self.NEW,
                                                    self.BACKGROUND, self.FOREGROUND, self.BORDER, self.PADDING))
                sprites[ii][0].add_frame(render_box(font, score[2], False, self.NEW,
                                                    self.BACKGROUND, self.FOREGROUND, self.BORDER, self.PADDING))
                blink = True
            sprites[ii][0].location.left = self.MARGIN
            sprites[ii][1].location.right = self.get_display_surface().get_rect().right - self.MARGIN
            y = self.get_display_surface().get_rect().centery + self.SPACING * (ii - len(sizes) / 2)
            for sprite in sprites[ii]:
                sprite.location.centery = y

    def get_scores(self):
        scores = []
        for line in file(self.scores_path, "r"):
            fields = line.split()
            scores.append((float(fields[0]), int(fields[1]), fields[2]))
        scores = sorted(scores, key=itemgetter(0))
        return sorted(scores, key=itemgetter(1), reverse=True)

    def write(self, initials):
        score = int(round(self.get_game().triangles.score))
        fields = str(time()), str(score), initials
        file(self.scores_path, "a").write(fields[0] + " " + fields[1] + " " + fields[2] + "\n")
        self.most_recent_score = score, initials
        self.load()

    def update(self):
        for pair in self.sprites:
            for sprite in pair:
                sprite.update()


class Sieve(Strip):

    UP, DOWN = range(2)

    def __init__(self, parent):
        Strip.__init__(self, parent)
        self.delegate = self.get_game().delegate
        self.electric = Electric(self)
        self.add_location(offset=(self.location.w, 0))

    def add_frames(self):
        bar_locations = []
        self.bar_rects = bar_rects = []
        x = 0
        sh = 30
        nodeset = self.get_game().interpolator.get_nodeset("scale")
        self.bar_w = bar_w = 3
        self.gaps = gaps = []
        while x < nodeset[-1].x:
            bar_locations.append(x)
            bar_rects.append(Rect(x, 0, bar_w, sh))
            gaps.append(nodeset.get_y(x, natural=True))
            x += gaps[-1]
        surface = Surface((x, sh))
        transparent_color = (255, 0, 255)
        surface.fill(transparent_color)
        surface.set_colorkey(transparent_color)
        frames = surface, surface.copy()
        colors = (0, 255, 0), (153, 0, 204)
        for x in bar_locations:
            bar_rects.append(Rect(x + surface.get_width(), 0, bar_w, sh))
            for ii, frame in enumerate(frames):
                frame.fill(colors[ii], (x, 0, bar_w, sh))
                frame.fill(colors[ii - 1], (x + 1, 1, 1, sh - 2))
        for frame in frames:
            self.add_frame(frame)

    def reset(self):
        Strip.reset(self)
        self.location.centerx = self.display_surface.get_rect().centerx
        self.locations[1].centerx = self.location.centerx + self.location.w

    def update(self):
        if self.active:
            if self.location.right < 0:
                self.move(self.location.w)
            if self.locations[1].left > self.display_surface.get_width():
                self.move(-self.location.w)
            for location in self.locations:
                location.bottom = self.parent.acid.get_top()
            self.electric.location.centery = self.location.centery + 13
            self.electric.update()
            for rect in self.bar_rects:
                rect.centery = self.location.centery
            Strip.update(self)


class Electric(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.add_frames()

    def add_frames(self):
        surface = Surface((self.display_surface.get_width(),
                           self.parent.location.h - 10))
        frames = surface, surface.copy()
        colors = (255, 255, 0), (100, 89, 213)
        pixel_arrays = PixelArray(frames[0]), PixelArray(frames[1])
        for x in xrange(len(pixel_arrays[0])):
            for y in xrange( len(pixel_arrays[0][0])):
                pixel_arrays[0][x][y] = colors[(y + x) % 2]
                pixel_arrays[1][x][y] = colors[(y + x + 1) % 2]
        for pixels in pixel_arrays:
            del pixels
        for frame in frames:
            self.add_frame(frame)


class Triangles(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.music = Sound(self.get_resource("audio", "triangles"))
        self.deactivate()
        self.display_surface = self.get_display_surface()
        self.delegate = self.get_game().delegate
        self.booster = Shift(self, 1, "boost")
        self.hit = Sound(self.get_resource("audio", "hit"))
        self.miss = Sound(self.get_resource("audio", "miss"))
        self.reset()
        self.subscribe(self.respond)

    def deactivate(self):
        self.active = False
        self.music.fadeout(500)

    def reset(self):
        list.__init__(self, [])
        self.streak = 0
        self.score = 0
        self.booster.reset()

    def populate(self):
        if not self:
            self.append(Triangle(self))
            self[-1].location.bottom = 0
            self.set_next_gap()
        while self[-1].location.top > -self.display_surface.get_height():
            self.append(Triangle(self))
            self[-1].location.bottom = self[-2].location.top - self.next_gap
            self.set_next_gap()

    def set_next_gap(self):
        self.next_gap = randint(500, 800)

    def respond(self, event):
        if self.active:
            compare = self.delegate.compare
            if compare(event, "down") or compare(event, "down", True):
                self.booster.active = not event.cancel

    def get_boost(self):
        return self.booster.get_change()

    def activate(self):
        self.active = True
        self.music.play(-1, 0, 500)

    def update(self):
        if self.active:
            self.populate()
            self.booster.update()
            if self[0].location.collidelist(self.parent.sieve.locations) != -1:
                sieve = self.parent.sieve
                if self[0].location.colliderect(sieve.electric.location):
                    self.parent.acid.increase()
                    self.streak += 1
                    self.score += self.streak ** .8 + \
                                  self.parent.acid.get_volume() * 5 + \
                                  self[0].count
                    self.remove(self[0])
                    self.hit.play()
                else:
                    for br in sieve.bar_rects:
                        for tr in self[0].collision_rects:
                            if tr.move((self[0].location.left,
                                        0)).colliderect(br.move((sieve.location.left,
                                                                 0))):
                                self.remove(self[0])
                                self.parent.static.increase()
                                self.streak = 0
                                self.miss.play()
                                break
            for triangle in self:
                triangle.update()


class Triangle(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        mark = randint(112, 328)
        sieve = self.parent.parent.sieve
        gaps = sieve.gaps
        start = randrange(0, len(gaps))
        widths = [gaps[start]]
        while sum(widths) < mark:
            widths.append(gaps[(start + len(widths)) % len(gaps)])
        surface = Surface((sum(widths), 20))
        surface.set_colorkey((0, 0, 0))
        x = 0
        height = surface.get_height()
        margin = 26
        self.collision_rects = collision_rects = []
        for width in widths:
            x += sieve.bar_w
            points = (x + margin / 2, height - 2), \
                     (x + width - margin / 2 - 1, height - 2), \
                     (x + width / 2.0, 1)
            polygon(surface, (60, 255, 220), points)
            collision_rects.append(Rect(points[0], (width - margin - 1, 1)))
            x += width - sieve.bar_w
        self.add_frame(surface)
        self.location.centerx = self.get_display_surface().get_rect().centerx
        self.count = len(widths)

    def update(self):
        self.move(dy=9.5 * self.get_game().acid.get_volume() + 3.8 + \
                  self.parent.get_boost())
        for rect in self.collision_rects:
            rect.bottom = self.location.bottom
        Sprite.update(self)


class Acid(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.level_r = 80, 320
        self.nodeset = self.get_game().interpolator.get_nodeset("volume")
        self.reset()

    def reset(self):
        self.substance = 0

    def get_top(self):
        return self.display_surface.get_height() - self.get_level()

    def get_level(self):
        return self.get_volume() * (self.level_r[1] - self.level_r[0]) + \
               self.level_r[0]

    def get_volume(self):
        return self.nodeset.get_y(self.substance)

    def increase(self):
        self.substance += 1


class Static(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent, 120)
        self.noise = Sound(self.get_resource("audio", "noise"))
        self.end = Sound(self.get_resource("audio", "end"))
        self.deactivate()
        self.delegate = self.get_game().delegate
        self.increaser = Shift(self, 1, "intensity")
        self.total = Total(self)
        self.initials = Initials(self)
        self.reset()
        self.add_frames()
        self.subscribe(self.respond)

    def deactivate(self):
        self.active = False
        self.end.fadeout(500)

    def reset(self):
        self.complete = False
        self.intensity = 0
        self.noise.set_volume(0)
        self.increaser.reset()

    def add_frames(self):
        surface = Surface(self.get_display_surface().get_size())
        frames = surface, surface.copy(), surface.copy(), surface.copy()
        tiles = []
        for _ in xrange(32):
            tiles.append(Surface((16, 16)))
        pixel_arrays = []
        for tile in tiles:
            pixel_arrays.append(PixelArray(tile))
        colors = (0, 0, 0), (64, 64, 64), (128, 128, 128), (196, 196, 196), \
                 (255, 255, 255)
        for x in xrange(len(pixel_arrays[0])):
            for y in xrange(len(pixel_arrays[0][0])):
                for pixels in pixel_arrays:
                    pixels[x][y] = choice(colors)
        for pixels in pixel_arrays:
            del pixels
        del pixel_arrays
        for frame in frames:
            for y in xrange(0, frame.get_height(), tiles[0].get_height()):
                for x in xrange(0, frame.get_width(), tiles[0].get_width()):
                    frame.blit(choice(tiles), (x, y))
            self.add_frame(frame)

    def respond(self, event):
        if self.active and self.complete and not self.initials.active:
            if self.delegate.compare(event, "advance"):
                if self.get_game().triangles.score > \
                  self.get_game().title.scoreboard.get_scores()[Scoreboard.SCORE_COUNT - 1][1]:
                    self.total.deactivate()
                    self.initials.activate()
                else:
                    self.finish(wipe=True)

    def finish(self, text="---", wipe=False):
        if wipe:
            self.parent.title.scoreboard.most_recent_score = None
        self.parent.title.scoreboard.write(text)
        self.total.deactivate()
        self.deactivate()
        self.reset()
        self.parent.acid.reset()
        self.parent.triangles.reset()
        self.parent.sieve.reset()
        self.parent.title.activate()

    def increase(self):
        self.intensity += self.increaser.get_change()
        if self.intensity > 1:
            self.intensity = 1
        self.increaser.time += 12000
        if self.increaser.time >= self.increaser.nodeset[-1].x + 5000:
            self.increaser.time = self.increaser.nodeset[-1].x + 5000

    def activate(self):
        self.active = True
        self.noise.play(-1)

    def update(self):
        if self.active:
            if not self.complete and self.intensity >= .65:
                self.complete = True
                self.parent.sieve.deactivate()
                self.parent.triangles.deactivate()
                self.set_alpha(255)
                self.noise.fadeout(6000)
                self.end.play(-1, 0, 4000)
                self.total.load()
            elif not self.complete:
                self.set_alpha(int(self.intensity * 255))
                if self.intensity > 0:
                    self.intensity *= .998
                self.increaser.update()
                self.noise.set_volume(self.intensity)
            Sprite.update(self)
            self.total.update()
            self.initials.update()


class Initials(GameChild):

    LETTER_SIZE = 24
    FOREGROUND = 27, 27, 27
    BACKGROUND = 255, 255, 255
    PADDING = 10
    ARROW_MARGIN = 40
    ARROW_HEIGHT = 10
    

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.reset()
        self.deactivate()
        self.font = Font(self.get_resource("display", "initials-font"), self.LETTER_SIZE)
        self.subscribe(self.respond)

    def reset(self):
        self.text = "---"
        self.index = 0

    def deactivate(self):
        self.active = False

    def respond(self, event):
        if self.active:
            compare = self.get_game().delegate.compare
            if compare(event, "right") or compare(event, "advance"):
                self.index += 1
                if self.index == len(self.text):
                    self.index = 0
                    if compare(event, "advance"):
                        self.deactivate()
                        self.parent.finish(self.text)
            elif compare(event, "left"):
                self.index -= 1
                if self.index == -1:
                    self.index = len(self.text) - 1
            elif compare(event, "up") or compare(event, "down"):
                if compare(event, "up"):
                    increment = 1
                elif compare(event, "down"):
                    increment = -1
                letter = self.text[self.index]
                if letter == '-':
                    letter = 'A' if increment == 1 else 'Z'
                else:
                    letter = chr(ord(letter) + increment)
                if ord(letter) == 91 or ord(letter) == 64:
                    letter = '-'
                replacement = ""
                for ii in xrange(len(self.text)):
                    if ii == self.index:
                        replacement += letter
                    else:
                        replacement += self.text[ii]
                self.text = replacement

    def activate(self):
        self.active = True

    def update(self):
        if self.active:
            ds = self.get_display_surface()
            for ii, letter in enumerate(self.text):
                box = render_box(self.font, letter, False, self.FOREGROUND, self.BACKGROUND,
                                 self.FOREGROUND, padding=self.PADDING)
                rect = box.get_rect()
                rect.centery = ds.get_rect().centery
                rect.centerx = ii * ds.get_width() / 3 + ds.get_width() / 6
                ds.blit(box, rect)
                if ii == self.index:
                    margin = self.ARROW_MARGIN
                    polygon(ds, (0, 255, 0), ((rect.left, rect.top - margin),
                                              (rect.right, rect.top - margin),
                                              (rect.centerx,
                                               rect.top - margin - self.ARROW_HEIGHT)))
                    polygon(ds, (0, 255, 0), ((rect.left, rect.bottom + margin),
                                              (rect.right, rect.bottom + margin),
                                              (rect.centerx,
                                               rect.bottom + margin + self.ARROW_HEIGHT)))


class Total(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent, 68)
        self.deactivate()
        self.font = Font(self.get_resource("display", "score-font-path"), 72)
        # self.font.set_italic(True)

    def deactivate(self):
        self.active = False

    def load(self):
        self.clear_frames()
        score = ""
        for ch in str(int(round(self.get_game().triangles.score))):
            score += ch + " "
        colors = (255, 255, 180), (180, 255, 255), (255, 180, 255), \
                 (255, 220, 160), (160, 255, 220), (220, 160, 255)
        template = Surface((self.display_surface.get_width(), 100))
        transparent_color = (255, 0, 255)
        template.fill(transparent_color)
        template.set_colorkey(transparent_color)
        tr = template.get_rect()
        template.fill((255, 0, 0), (0, 20, tr.w, 1))
        template.fill((255, 128, 128), (0, 21, tr.w, 1))
        for y in xrange(22, 78, 2):
            template.fill((255, 255, 255), (0, y, tr.w, 1))
        template.fill((255, 128, 128), (0, 78, tr.w, 1))
        template.fill((255, 0, 0), (0, 79, tr.w, 1))
        for _ in xrange(20):
            # surface = template.copy()
            surface = Surface(template.get_size(), SRCALPHA)
            # polygon(surface, choice(colors), ((tr.centerx - 7, 19),
            #                                   (tr.centerx, 0),
            #                                   (tr.centerx + 7, 19)))
            text = self.font.render(score, True, choice(colors))
            rect = text.get_rect()
            rect.center = tr.centerx, tr.centery + 2
            surface.blit(text, rect)
            # polygon(surface, choice(colors), ((tr.centerx - 7, 80),
            #                                   (tr.centerx, tr.h - 1),
            #                                   (tr.centerx + 7, 80)))
            self.add_frame(surface)
        self.location.center = self.display_surface.get_rect().center
        self.active = True

    def update(self):
        if self.active:
            Sprite.update(self)
216.73.216.27
216.73.216.27
216.73.216.27
 
July 18, 2022


A new era ‼

Our infrastructure has recently upgraded ‼

Nugget Communications Bureau 👍

You've never emailed like this before ‼

Roundcube

Webmail software for reading and sending email from @nugget.fun and @shampoo.ooo addresses.

Mailman3

Email discussion lists, modernized with likes and emojis. It can be used for announcements and newsletters in addition to discussions. See lists for Picture Processing or Scrapeboard. Nowadays, people use Discord, but you really don't have to!

FreshRSS

With this hidden in plain sight, old technology, even regular people like you and me can start our own newspaper or social media feed.

Nugget Streaming Media 👍

The content you crave ‼

HLS

A live streaming, video format based on M3U playlists that can be played with HTML5.

RTMP

A plugin for Nginx can receive streaming video from ffmpeg or OBS and forward it as an RTMP stream to sites like Youtube and Twitch or directly to VLC.


Professional ‼

Nugget Productivity Suite 👍

Unleash your potential ‼

Kanboard

Virtual index cards you can use to gamify your daily grind.

Gitea

Grab whatever game code you want, share your edits, and report bugs.

Nugget Security 👍

The real Turing test ‼

Fail2ban

Banning is even more fun when it's automated.

Spamassassin

The documentation explains, "an email which mentions rolex watches, Viagra, porn, and debt all in one" will probably be considered spam.

GoAccess

Display HTTP requests in real time, so you can watch bots try to break into WordPress.

Nugget Entertainment Software 👍

The best in gaming entertainment ‼

Emoticon vs. Rainbow

With everything upgraded to the bleeding edge, this HTML4 game is running better than ever.


Zoom ‼

The game engine I've been working on, SPACE BOX, is now able to export to web, so I'm planning on turning nugget.fun into a games portal by releasing my games on it and adding an accounts system. The upgraded server and software will make it easier to create and maintain. I'm also thinking of using advertising and subscriptions to support the portal, so some of these services, like webmail or the RSS reader, may be offered to accounts that upgrade to a paid subscription.