from lib.pgfw.pgfw.Sprite import Sprite

class Blinker(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.set_frames()

    def set_frames(self):
        pass
from lib.pgfw.pgfw.Animation import Animation

class Drop(Animation):

    def __init__(self, parent):
        Animation.__init__(self, parent)
from lib.pgfw.pgfw.Animation import Animation
from food_spring.level.drop.Blob import Blob

class Drops(Animation):

    def __init__(self, parent, horizontal=False):
        Animation.__init__(self, parent)
        self.horizontal = horizontal
        self.display_surface = self.get_display_surface()
        self.load_configuration()
        self.guns = self.parent.guns
        self.blob = Blob(self)
        self.reset()
        self.register(self.spawn, self.send_gun)

    def load_configuration(self):
        config = self.get_configuration("drop")
        self.first_spawn = config["first-spawn"]
        self.spawn_decrease = config["spawn-decrease"]
        self.speed = config["speed"]
        self.blob_length = config["blob-length"]
        self.consecutive = config["consecutive"]

    def reset(self):
        self.started = False
        self.spawn_delay = self.first_spawn
        self.count = 0
        self.return_to_origin()
        self.guns.reset()
        self.blob.hide()
        self.halt()

    def return_to_origin(self):
        self.y = 0

    def update(self):
        if self.parent.is_going():
            if not self.started:
                self.play(self.spawn, delay=self.spawn_delay, play_once=True)
                self.started = True
            Animation.update(self)
            self.blob.update()

    def spawn(self):
        self.blob.show()
        self.play(self.send_gun, delay=self.blob_length)

    def send_gun(self):
        guns = self.guns
        visible_gun_index = min(len(guns) - 1, self.count / self.consecutive)
        if guns[visible_gun_index].location.colliderect(self.parent.food):
            self.count += 1
            self.return_to_origin()
            guns[visible_gun_index].location.bottom = self.y
            guns.hide()
            self.spawn_delay *= self.spawn_decrease
            self.play(self.spawn, delay=self.spawn_delay, play_once=True)
            self.halt(self.send_gun)
            self.parent.siphon.add(visible_gun_index)
        else:
            self.blob.hide()
            guns.hide(visible_gun_index)
            gun = guns[visible_gun_index]
            gun.location.bottom = self.y
            gun.follow(self.parent.food)
            self.y += self.speed
from distutils.core import setup

setup(name="Pygame Framework",
      version="0.1",
      description="Classes to facilitate the creation of pygame projects",
      author="Frank DeMarco",
      author_email="frank.s.demarco@gmail.com",
      url="http://usethematrixze.us",
      packages=["pgfw"],
      classifiers=["Development Status :: 2 - Pre-Alpha",
                  "Environment :: Plugins",
                  "Intended Audience :: Developers",
                  "License :: Public Domain",
                  "Programming Language :: Python :: 2.7"])
from time import sleep
from random import randint

from pgfw.Game import Game

# inheriting from Game allows you to customize your project
class SampleGame(Game):

    square_width = 30

    # update runs every frame, you can think of it as the mainloop
    def update(self):
        sleep(1)
        screen = self.get_screen()
        bounds = screen.get_size()
        screen.fill((0, 0, 0))
        screen.fill((255, 255, 255),
                    (randint(0, bounds[0]), randint(0, bounds[1]),
                     self.square_width, self.square_width))


if __name__ == '__main__':
    # the play method begins the project's animation
    SampleGame().play()
from time import time as get_secs

from pygame import joystick as joy
from pygame.key import get_pressed
from pygame.locals import *

from GameChild import *

class Input(GameChild):

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.last_mouse_down_left = None
        self.joystick = Joystick()
        self.delegate = self.get_delegate()
        self.load_configuration()
        self.set_any_press_ignore_list()
        self.unsuppress()
        self.subscribe_to_events()
        self.build_key_map()
        self.build_joy_button_map()

    def load_configuration(self):
        self.release_suffix = self.get_configuration("input", "release-suffix")
        self.key_commands = self.get_configuration().items("keys")
        self.double_click_time_limit = self.get_configuration(
            "mouse", "double-click-time-limit")

    def set_any_press_ignore_list(self):
        self.any_press_ignored = set(["capture-screen", "toggle-fullscreen",
                                      "reset-game", "record-video", "quit",
                                      "mute", "toggle-interpolator"])
        self.any_press_ignored_keys = set()

    def unsuppress(self):
        self.suppressed = False

    def subscribe_to_events(self):
        self.subscribe(self.translate_key, KEYDOWN)
        self.subscribe(self.translate_key, KEYUP)
        self.subscribe(self.translate_joy_button, JOYBUTTONDOWN)
        self.subscribe(self.translate_joy_button, JOYBUTTONUP)
        self.subscribe(self.translate_axis_motion, JOYAXISMOTION)
        self.subscribe(self.translate_mouse_input, MOUSEBUTTONDOWN)
        self.subscribe(self.translate_mouse_input, MOUSEBUTTONUP)

    def build_key_map(self):
        key_map = {}
        for command, keys in self.key_commands:
            key_map[command] = []
            if type(keys) == str:
                keys = [keys]
            for key in keys:
                key_map[command].append(globals()[key])
        self.key_map = key_map

    def build_joy_button_map(self):
        self.joy_button_map = self.get_configuration("joy")

    def suppress(self):
        self.suppressed = True

    def translate_key(self, event):
        if not self.suppressed:
            cancel = event.type == KEYUP
            posted = None
            key = event.key
            for cmd, keys in self.key_map.iteritems():
                if key in keys:
                    self.post_command(cmd, cancel=cancel)
                    posted = cmd
            if (not posted or posted not in self.any_press_ignored) and \
                   key not in self.any_press_ignored_keys:
                self.post_any_command(key, cancel)

    def post_command(self, cmd, **attributes):
        self.delegate.post(cmd, **attributes)

    def post_any_command(self, id, cancel=False):
        self.post_command("any", id=id, cancel=cancel)

    def translate_joy_button(self, event):
        if not self.suppressed:
            cancel = event.type == JOYBUTTONUP
            posted = None
            for command, button in self.joy_button_map.iteritems():
                if int(button) == event.button:
                    self.post_command(command, cancel=cancel)
                    posted = command
            if not posted or posted not in self.any_press_ignored:
                self.post_any_command(event.button, cancel)

    def translate_axis_motion(self, event):
        if not self.suppressed:
            axis = event.axis
            value = event.value
            if -.01 < value < .01:
                for command in "up", "right", "down", "left":
                    self.post_command(command, cancel=True)
                    if command not in self.any_press_ignored:
                        self.post_any_command(command, True)
            else:
                if axis == 1:
                    if value < 0:
                        command = "up"
                    elif value > 0:
                        command = "down"
                else:
                    if value > 0:
                        command = "right"
                    elif value < 0:
                        command = "left"
                self.post_command(command)
                if command not in self.any_press_ignored:
                    self.post_any_command(command)

    def is_command_active(self, command):
        if not self.suppressed:
            if self.is_key_pressed(command):
                return True
            joystick = self.joystick
            joy_map = self.joy_button_map
            if command in joy_map and joystick.get_button(joy_map[command]):
                return True
            if command == "up":
                return joystick.is_direction_pressed(Joystick.up)
            elif command == "right":
                return joystick.is_direction_pressed(Joystick.right)
            elif command == "down":
                return joystick.is_direction_pressed(Joystick.down)
            elif command == "left":
                return joystick.is_direction_pressed(Joystick.left)

    def is_key_pressed(self, command):
        poll = get_pressed()
        for key in self.key_map[command]:
            if poll[key]:
                return True

    def translate_mouse_input(self, event):
        button = event.button
        pos = event.pos
        post = self.post_command
        if event.type == MOUSEBUTTONDOWN:
            if button == 1:
                last = self.last_mouse_down_left
                if last:
                    limit = self.double_click_time_limit
                    if get_secs() - last < limit:
                        post("mouse-double-click-left", pos=pos)
                last = get_secs()
                self.last_mouse_down_left = last

    def get_axes(self):
        axes = {}
        for direction in "up", "right", "down", "left":
            axes[direction] = self.is_command_active(direction)
        return axes

    def register_any_press_ignore(self, *args, **attributes):
        self.any_press_ignored.update(args)
        self.any_press_ignored_keys.update(self.extract_keys(attributes))

    def extract_keys(self, attributes):
        keys = []
        if "keys" in attributes:
            keys = attributes["keys"]
            if type(keys) == int:
                keys = [keys]
        return keys

    def unregister_any_press_ignore(self, *args, **attributes):
        self.any_press_ignored.difference_update(args)
        self.any_press_ignored_keys.difference_update(
            self.extract_keys(attributes))


class Joystick:

    (up, right, down, left) = range(4)

    def __init__(self):
        js = None
        if joy.get_count() > 0:
            js = joy.Joystick(0)
            js.init()
        self.js = js

    def is_direction_pressed(self, direction):
        js = self.js
        if not js or direction > 4:
            return False
        if direction == 0:
            return js.get_axis(1) < 0
        elif direction == 1:
            return js.get_axis(0) > 0
        elif direction == 2:
            return js.get_axis(1) > 0
        elif direction == 3:
            return js.get_axis(0) < 0

    def get_button(self, id):
	if self.js:
	    return self.js.get_button(id)
216.73.216.6
216.73.216.6
216.73.216.6
 
July 19, 2017


f1. BOSS

Games are corrupt dissolutions of nature modeled on prison, ordering a census from the shadows of a vile casino, splintered into shattered glass, pushing symbols, rusted, stale, charred, ultraviolet harbingers of consumption and violence, badges without merit that host a disease of destruction and decay.

You are trapped. You are so trapped your only recourse of action is to imagine an escape route and deny your existence so fully that your dream world becomes the only reality you know. You are fleeing deeper and deeper into a chasm of self-delusion.

While you're dragging your listless, distending corpus from one cell to another, amassing rewards, upgrades, bonuses, achievements, prizes, add-ons and status boosts in rapid succession, stop to think about what's inside the boxes because each one contains a vacuous, soul-sucking nightmare.

Playing can be an awful experience that spirals one into a void of harm and chaos, one so bad it creates a cycle between the greater and lesser systems, each breaking the other's rules. One may succeed by acting in a way that ruins the world.