import pygame

class Animation:

    def __init__(self, frame_duration):
        self.reset_ticks()
        self.updates_this_cycle = 1
        self.overflow = 0
        self.update_count = 1
        self.actual_frame_duration = 0
        self.target_frame_duration = frame_duration
        self.stopping = False

    def reset_ticks(self):
        self.last_ticks = self.get_ticks()

    def play(self):
        while not self.stopping:
            self.advance_frame()
            self.update_frame_duration()
            self.update_overflow()
        self.stopping = False

    def advance_frame(self):
        while self.update_count > 0:
            self.sequence()
            self.update_count -= 1

    def update_frame_duration(self):
        last_ticks = self.last_ticks
        actual_frame_duration = self.get_ticks() - last_ticks
        last_ticks = self.get_ticks()
        wait_duration = self.get_configuration()["display-wait-duration"]
        while actual_frame_duration < self.target_frame_duration:
            pygame.time.wait(wait_duration)
            actual_frame_duration += self.get_ticks() - last_ticks
            last_ticks = self.get_ticks()
        self.actual_frame_duration = actual_frame_duration
        self.last_ticks = last_ticks

    def get_ticks(self):
        return pygame.time.get_ticks()

    def update_overflow(self):
        self.update_count = 1
        target_frame_duration = self.target_frame_duration
        overflow = self.overflow
        overflow += self.actual_frame_duration - target_frame_duration
        while overflow > target_frame_duration:
            self.update_count += 1
            overflow -= target_frame_duration
        overflow = self.overflow

    def stop(self):
        self.stopping = True

    def clear_queue(self):
        self.update_count = 1
from pygame import event
from pygame.locals import *

from GameChild import *

class EventDelegate(GameChild):

    command_event = USEREVENT
    state_change_event = USEREVENT + 1

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.subscribers = dict()
        self.disable()

    def enable(self):
        self.enabled = True

    def disable(self):
        self.enabled = False

    def dispatch_events(self):
        if self.enabled:
            subscribers = self.subscribers
            for evt in event.get():
                kind = evt.type
                if kind in subscribers:
                    for subscriber in subscribers[kind]:
                        subscriber(evt)
        else:
            event.pump()

    def add_subscriber(self, kind, callback):
        subscribers = self.subscribers
        if kind not in subscribers:
            subscribers[kind] = list()
        subscribers[kind].append(callback)

    @classmethod
    def post_event(self, id, **kw):
        event.post(event.Event(id, **kw))
import sys

import pygame
from pygame.locals import *

from GameChild import *
from Animation import *
from Audio import *
from Display import *
from configuration.Configuration import *
from EventDelegate import *
from Input import *
from ScreenGrabber import *
from introduction.Introduction import *
from world.World import *

class Game(GameChild, Animation):
    
    def __init__(self):
        GameChild.__init__(self)
        self.configuration = Configuration()
        Animation.__init__(self, self.configuration["display-frame-duration"])
        pygame.init()
        self.add_children()
        self.subscribe_to_events()
        self.clear_queue()
        self.delegate.enable()
        self.introduction.activate()

    def add_children(self):
        self.audio = Audio(self)
        self.display = Display(self)
        self.delegate = EventDelegate(self)
        self.input = Input(self)
        self.screen_grabber = ScreenGrabber(self)
        self.introduction = Introduction(self)
        self.world = World(self)

    def subscribe_to_events(self):
        self.subscribe_to(QUIT, self.end)
        self.subscribe_to(Input.command_event, self.end)

    def get_configuration(self):
        return self.configuration

    def get_input(self):
        return self.input

    def sequence(self):
        self.delegate.dispatch_events()
        self.world.update()
        pygame.display.update()

    def end(self, evt):
        if evt.type == QUIT or evt.command == "quit":
            sys.exit()
from pygame.mixer import Channel, Sound, music

from GameChild import *

class Audio(GameChild):

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.set_channels()

    def set_channels(self):
        config = self.get_configuration()
        self.bg_channel = Channel(config["audio-bg-channel"])

    def play_bgm(self, path, stream=False):
        if stream:
            self.bg_channel.stop()
            music.load(path)
            music.play(-1)
        else:
            music.stop()
            self.bg_channel.play(Sound(path), -1)
from transistors.GameChild import *
from slides.Slides import *

from transistors.EventDelegate import *

class Introduction(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.slides = Slides(self)
        self.subscribe_to_events()

    def subscribe_to_events(self):
        self.subscribe_to(EventDelegate.command_event, self.advance)

    def reset(self):
        self.slides.reset()

    def activate(self):
        self.active = True
        self.set_music()
        self.draw()

    def deactivate(self):
        self.active = False

    def set_music(self):
        self.get_audio().play_bgm(self.get_resource("introduction-music-path"))

    def advance(self, evt):
        if self.active and evt.command == "release":
            if self.slides.advance():
                self.draw()
            else:
                self.deactivate()
                EventDelegate.post_event(EventDelegate.state_change_event,
                                         state="introduction-finished")

    def draw(self):
        self.slides.draw()
216.73.216.38
216.73.216.38
216.73.216.38
 
September 30, 2015


Edge of Life is a form I made with Babycastles and Mouth Arcade for an event in New York called Internet Yami-ichi, a flea market of internet-ish goods. We set up our table to look like a doctor's office and pharmacy and offered free examinations and medication prescriptions, a system described by one person as "a whole pharmacy and medical industrial complex".

Diagnoses were based on responses to the form and observations by our doctor during a short examination. The examination typically involved bizarre questions, toy torpedoes being thrown at people and a plastic bucket over the patient's head. The form combined ideas from Myers-Briggs Type Indicators, Codex Seraphinianus and chain-mail personality tests that tell you which TV show character you are. In our waiting room, we had Lake of Roaches installed in a stuffed bat (GIRP bat). It was really fun!

The icons for the food pyramid are from Maple Story and the gun icons are from the dingbat font Outgunned. I'm also using Outgunned to generate the items in Food Spring.