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])
216.73.216.110
216.73.216.110
216.73.216.110
 
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.