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)
216.73.216.162
216.73.216.162
216.73.216.162
 
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.