from esp_hadouken.levels.Level import *
from Void import *

class Tooth(Level):

    def __init__(self, parent):
        Level.__init__(self, parent)

    def set_void(self):
        self.void = Void(self)
from esp_hadouken.levels.Level import *
from Void import *

class Octo(Level):

    def __init__(self, parent):
        Level.__init__(self, parent)

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

    def set_dot(self):
        Level.set_dot(self, (None, (0, self.get_height())), (True, False))
from random import randint

from pygame import Surface

from esp_hadouken import levels
from Barrier import *

class Void(levels.Void.Void):

    def __init__(self, parent):
        levels.Void.Void.__init__(self, parent)
        self.frame_width = self.parent.get_width()
        self.read_configuration()
        self.init_barriers()

    def read_configuration(self):
        config = self.get_configuration()
        self.barrier_height = config["octo-level-barrier-height"]
        self.min_gap = config["octo-level-min-gap"]
        self.spawn_range = config["octo-level-spawn-range"]
        self.void_padding = config["octo-level-void-padding"]
        self.scroll_speed = config["octo-level-scroll-speed"]

    def init_barriers(self):
        self.set_y_range()
        y_range = self.y_range
        y = y_range[0]
        barriers = []
        y = self.generate_spawn_distance()
        while y < y_range[1]:
            barriers.append(Barrier(self, y))
            y += self.generate_spawn_distance()
        self.barriers = barriers
        self.next_spawn = self.generate_spawn_distance()

    def set_y_range(self):
        padding = self.void_padding
        parent = self.parent
        start = parent.bandit.rect.bottom + padding[0]
        end = parent.get_height() - padding[1]
        self.y_range = start, end

    def generate_spawn_distance(self):
        return randint(*self.spawn_range)

    def update_area(self):
        barriers = self.barriers
        if barriers[0].y - self.y_range[0] > self.next_spawn:
            barriers.insert(0, Barrier(self, self.y_range[0]))
            self.next_spawn = self.generate_spawn_distance()
        for barrier in barriers:
            if barrier.y > self.y_range[1]:
                barriers.remove(barrier)
            else:
                barrier.update()
from random import randint

from pygame import Surface, Color, Rect

from esp_hadouken.GameChild import *

class Barrier(GameChild, Surface):

    transparent_color = Color("magenta")

    def __init__(self, parent, y=0):
        GameChild.__init__(self, parent)
        Surface.__init__(self, (parent.frame_width, parent.barrier_height))
        self.set_colorkey(self.transparent_color)
        self.convert()
        self.y = y
        self.set_gap()

    def set_gap(self):
        gap = Surface(self.get_size())
        gap.fill(self.transparent_color)
        self.gap_center = randint(0, self.get_width())
        self.gap = gap.convert()

    def update(self):
        self.y += self.parent.scroll_speed
        self.blit_gap()
        self.draw()

    def blit_gap(self):
        gap = self.gap
        width = self.calculate_width()
        position = (self.gap_center - width / 2, 0)
        area = Rect(0, 0, width, gap.get_height())
        self.blit(gap, position, area)
        self.blit_overflow(width, position[0])

    def calculate_width(self):
        y_range = self.parent.y_range
        ratio = (self.y - y_range[0]) / float(y_range[1] - y_range[0])
        min_gap = self.parent.min_gap
        return int(min_gap + (self.get_width() - min_gap) * ratio)

    def blit_overflow(self, width, x):
        gap = self.gap
        frame_width = self.parent.frame_width
        if x < 0 or x + width > frame_width:
            if x < 0:
                overflow = 0 - x
                position = (frame_width - overflow, 0)
            else:
                overflow = x + width - frame_width
                position = (0, 0)
            self.blit(gap, position, Rect(0, 0, overflow, self.get_height()))

    def draw(self):
        self.parent.blit(self, (0, self.y))
from math import pi, sin, cos
from random import random, randint

from pygame import time, draw, Rect

from esp_hadouken import levels

class Trap(levels.Void.Void):

    def __init__(self, parent):
        levels.Void.Void.__init__(self, parent)
        self.read_configuration()
        self.reset()

    def read_configuration(self):
        config = self.get_configuration()
        prefix = "circulor-level-"
        self.radius_range = config[prefix + "radius-range"]
        self.trap_duration = config[prefix + "trap-duration"]
        self.speed = config[prefix + "speed"]
        self.thickness = config[prefix + "trap-thickness"]

    def reset(self):
        self.center = None
        self.total_elapsed = 0
        self.last_ticks = time.get_ticks()
        self.angle = random() * pi * 2

    def update_area(self):
        if self.parent.trapped:
            self.place()
            self.collide()
            if self.total_elapsed >= self.trap_duration:
                self.parent.trapped = False
                self.parent.escaped = True
            else:
                self.update_total_elapsed()
            self.draw_circle()

    def place(self):
        center = self.get_center()
        x_del, y_del = self.calculate_deltas()
        self.center = center[0] + x_del, center[1] + y_del

    def get_center(self):
        center = self.center
        if not center:
            center = self.parent.dot.rect.center
        return center

    def calculate_deltas(self):
        ang, distance = self.angle, self.speed
        return sin(ang) * distance, cos(ang) * distance

    def collide(self):
        angle = self.angle
        x, y = self.center
        radius = self.get_radius()
        rect = Rect(x - radius, y - radius, radius * 2, radius * 2)
        bandit = self.parent.bandit.rect
        if rect.colliderect(bandit):
            if bandit.left - rect.right > rect.top - bandit.bottom:
                angle = -angle
                rect.right = bandit.left
            else:
                angle = pi - angle
                rect.top = bandit.bottom
        field = self.parent.rect
        if rect.right > field.w or rect.left < 0:
            angle = -angle
            if rect.right > field.w:
                rect.right = field.w
            else:
                rect.left = 0
        if rect.top < 0 or rect.bottom > field.h:
            angle = pi - angle
            if rect.top < 0:
                rect.top = 0
            else:
                rect.bottom = field.h
        self.angle = angle
        self.center = rect.center

    def update_total_elapsed(self):
        current_ticks = time.get_ticks()
        self.total_elapsed += current_ticks - self.last_ticks
        self.last_ticks = current_ticks

    def draw_circle(self):
        center = tuple(map(int, self.center))
        color = self.opaque_color
        draw.circle(self, color, center, self.get_radius(), self.thickness)

    def get_radius(self):
        radius_r = self.radius_range
        pos = float(self.total_elapsed) / self.trap_duration
        return int(pos * (radius_r[1] - radius_r[0]) + radius_r[0])
216.73.216.29
216.73.216.29
216.73.216.29
 
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.