from math import sqrt, pi, sin, cos
from random import random

from pygame import Surface, Rect, event, surfarray, image

from esp_hadouken.GameChild import *
from esp_hadouken.Input import *
from esp_hadouken.dot.Dot import *
from Bandit import *
from Void import *
from Exit import *
from Distance import *

class Level(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.get_delegate().disable()
        self.get_input().suppress()
        self.init_surface()
        self.display_surface = self.get_screen()
        self.set_background()
        self.previous_displacement = (0, 0)
        self.rect = self.get_rect()
        self.add_children()
        self.set_max_target_distance()
        self.set_void()
        self.set_dot()
        self.set_bgm()
        self.reset()
        self.subscribe_to(Input.command_event, self.pause)
        self.get_delegate().enable()
        self.get_input().unsuppress()
        self.get_timer().start(self.get_name())

    def init_surface(self):
        size = self.get_configuration()[self.get_name() + "-level-dimensions"]
        Surface.__init__(self, size)

    def get_name(self):
        return self.__class__.__name__.lower()

    def set_background(self):
        bg = Surface(self.get_size())
        palette = self.build_bg_palette()
        checker_width = self.get_configuration()["level-checker-width"]
        for ii in range((self.get_width() / checker_width) + 1):
            for jj in range((self.get_height() / checker_width) + 1):
                index = (jj + ii) % len(palette)
                position = ii * checker_width, jj * checker_width
                dimensions = checker_width, checker_width
                bg.fill(palette[index], Rect(position, dimensions))
        self.background = bg.convert()

    def add_children(self):
        self.bandit = Bandit(self)
        self.exit = Exit(self)
        self.distance = Distance(self)

    def set_max_target_distance(self):
        target = self.bandit.rect.center
        max_target_distance = 0
        rect = self.get_rect()
        corners = [rect.topleft, rect.topright, rect.bottomright, rect.bottomleft]
        for corner in corners:
            distance = self.euclidean_distance(target, corner)
            if distance > max_target_distance:
                max_target_distance = distance
        self.max_target_distance = max_target_distance

    def euclidean_distance(self, p1, p2):
        return sqrt((p1[0] - p2[0]) ** 2 + (p1[1] - p2[1]) ** 2)

    def build_bg_palette(self):
        return map(Color,
                   self.get_configuration()[self.get_name() + "-level-palette"])

    def set_void(self):
        self.void = Void(self)

    def set_dot(self, bounds=None, wrap=(False, False)):
        if not bounds:
            bounds = (0, self.get_width()), (0, self.get_height())
        dot = Dot(self, bounds, wrap)
        self.dot = dot
        self.set_dot_frequency()

    def get_blink_frequency_range(self):
        return self.get_configuration()["level-blink-frequency-range"]

    def set_dot_frequency(self):
        distance = self.get_distance_to_target()
        distance_ratio = 1 - (distance / self.max_target_distance)
        rnge = self.get_blink_frequency_range()
        frequency = distance_ratio * (rnge[1] - rnge[0]) + rnge[0]
        self.dot.set_blink_frequency(frequency)

    def get_distance_to_target(self):
        distance = self.dot.rect.top - self.bandit.rect.bottom
        if distance < 0:
            distance = 0
        return distance

    def set_bgm(self):
        path = self.get_resource("level-audio-path")
        self.get_audio().play_bgm(path, True)

    def reset(self):
        self.reset_dot()
        self.set_clip()
        self.paused = False

    def reset_dot(self):
        name = self.get_name()
        dot = self.dot
        dot.halt()
        dot.rect.center = self.get_configuration()[name + "-level-dot-position"]
        dot.show()

    def set_clip(self):
        rect = self.rect
        visible = Rect((-rect.left, -rect.top), self.display_surface.get_size())
        Surface.set_clip(self, visible)

    def pause(self, event):
        if event.command == "pause":
            self.get_audio().pause()
            self.get_timer().pause()
            self.get_pause_screen().show()
            self.paused = not self.paused

    def update(self):
        if not self.paused:
            self.dot.move([-val for val in self.previous_displacement])
            self.place()
            self.set_clip()
            self.clear()
            self.void.update()
            self.bandit.update()
            self.distance.update()
            self.displace_dot()
            self.dot.update()
            self.set_dot_frequency()
            self.collide_dot()
            self.draw()

    def displace_dot(self):
        angle = random() * pi * 2
        distance = self.get_distance_to_target()
        distance_ratio = 1 - (distance / self.max_target_distance)
        displacement = distance_ratio * self.get_max_dot_displacement()
        x = round(sin(angle) * displacement)
        y = round(cos(angle) * displacement)
        self.dot.move(x, y)
        self.previous_displacement = x, y

    def get_max_dot_displacement(self):
        return self.get_configuration()["level-max-dot-displacement"]

    def place(self):
        dot = self.dot.rect
        size = self.display_surface.get_size()
        pos = [-dot.centerx + size[0] / 2, -dot.centery + size[1] / 2]
        min_x = size[0] - self.get_width()
        if pos[0] < min_x:
            pos[0] = min_x
        elif pos[0] > 0:
            pos[0] = 0
        min_y = size[1] - self.get_height()
        if pos[1] < min_y:
            pos[1] = min_y
        elif pos[1] > 0:
            pos[1] = 0
        self.rect.topleft = pos

    def collide_dot(self):
        self.collide_dot_with_bandit()
        self.collide_dot_with_void()
        self.collide_dot_with_exit()

    def collide_dot_with_bandit(self):
        if self.dot.rect.colliderect(self.bandit.rect):
            self.get_audio().play_fx("drill")
            self.parent.clear_level()
            event.post(event.Event(USEREVENT, name="level-complete",
                                   bandit_name=self.get_name()))

    def collide_dot_with_void(self):
        dot = self.dot
        rect = dot.rect
        surfar = surfarray.pixels2d(self.void)
        for x, y in dot.outline:
            if not surfar[x + rect.left][y + rect.top]:
                self.get_audio().play_fx("tub")
                self.reset()
        del surfar

    def collide_dot_with_exit(self):
        if self.dot.rect.colliderect(self.exit.rect):
            self.get_audio().play_fx("Ag")
            self.parent.clear_level()
            event.post(event.Event(USEREVENT, name="level-exited"))

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

    def draw(self):
        self.exit.draw()
        self.display_surface.blit(self, self.rect)

    def end(self):
        self.get_timer().stop()
        self.unsubscribe_from_events()

    def unsubscribe_from_events(self):
        self.unsubscribe_from(Input.command_event, self.pause)
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216.73.216.198
 
December 3, 2013

Where in the mind's prism does light shine, inward, outward, or backward, and where in a plane does it intersect, experientially and literally, while possessing itself in a dripping wet phantasm?


Fig 1.1 What happens after you turn on a video game and before it appears?

The taxonomy of fun contains the difference between gasps of desperation and exaltation, simultaneously identical and opposite; one inspires you to have sex, while the other to ejaculate perpetually. A destruction and its procession are effervescent, while free play is an inseminated shimmer hatching inside you. Unlikely to be resolved, however, in such a way, are the climaxes of transitions between isolated, consecutive game states.

You walk through a door or long-jump face first (your face, not Mario's) into a painting. A moment passes for eternity, viscerally fading from your ego, corpus, chakra, gaia, the basis of your soul. It happens when you kill too, and especially when you precisely maim or obliterate something. It's a reason to live, a replicating stasis.


Fig 1.2 Sequence in a video game

Video games are death reanimated. You recurse through the underworld toward an illusion. Everything in a decision and logic attaches permanently to your fingerprint. At the core, you use its energy to soar, comatose, back into the biosphere, possibly because the formal structure of a mind by human standards is useful in the next world.