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

class Circulor(Level):

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

    def set_void(self):
        self.void = Void(self)
from random import randint
from operator import sub

from pygame import draw

from esp_hadouken.GameChild import *

class Wave(GameChild):

    def __init__(self, parent, orientation, bottom):
        GameChild.__init__(self, parent)
        self.orientation = orientation
        self.bottom = bottom
        self.edge = 0 if orientation == parent.orient_left else \
                    parent.get_width()
        self.set_base_length()
        self.update()

    def set_base_length(self):
        self.base_length = randint(*self.parent.parent.base_range)

    def get_top(self):
        return self.vertices[0][1]

    def get_bottom(self):
        return self.vertices[1][1]

    def update(self):
        self.bottom += self.parent.parent.scroll_speed
        self.set_height()
        self.set_vertices()
        self.draw()

    def get_pos(self):
        return float(self.bottom) / self.parent.get_height()

    def set_height(self):
        height_r = self.parent.parent.height_range
        self.height = self.get_pos() * -sub(*height_r) + height_r[0]

    def set_vertices(self):
        height = self.height
        edge = self.edge
        base_length = self.base_length
        bottom = self.bottom
        peak_x = height if self.orientation == self.parent.orient_left else \
                 edge - height
        base_top = edge, bottom - base_length
        base_bottom = edge, bottom
        peak = peak_x, bottom - base_length / 2
        self.vertices = base_top, base_bottom, peak

    def draw(self):
        parent = self.parent
        draw.polygon(parent, parent.parent.opaque_color, self.vertices)
from esp_hadouken import levels

from Waves import *

class Void(levels.Void.Void):

    def __init__(self, parent):
        levels.Void.Void.__init__(self, parent)
        self.read_configuration()
        self.waves = Waves(self)

    def read_configuration(self):
        config = self.get_configuration()
        prefix = "circulor-level-"
        self.height_range = config[prefix + "height-range"]
        self.base_range = config[prefix + "base-range"]
        self.scroll_speed = config[prefix + "scroll-speed"]
        self.padding = config[prefix + "void-padding"]

    def update_area(self):
        self.waves.update()
from pygame import Surface, Rect

from esp_hadouken.GameChild import *
from Wave import *

class Waves(GameChild, Surface):

    orient_left, orient_right = range(2)

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.init_surface()
        self.set_background()
        self.generate_waves()

    def init_surface(self):
        parent = self.parent
        width = parent.get_width()
        padding = parent.padding
        bandit_height = parent.parent.bandit.rect.h
        height = parent.get_height() - sum(padding) - bandit_height
        rect = Rect(0, padding[0] + bandit_height, width, height)
        Surface.__init__(self, rect.size)
        self.convert()
        self.rect = rect

    def set_background(self):
        background = Surface(self.get_size())
        background.fill(self.parent.transparent_color)
        background.convert()
        self.background = background

    def generate_waves(self):
        self.waves = waves = []
        while not waves or waves[0].get_bottom() < 0:
            self.add_wave()

    def add_wave(self):
        waves = self.waves
        if not waves:
            bottom = self.get_height()
            orientation = self.orient_right
        else:
            bottom = waves[0].get_top()
            orientation = not waves[0].orientation
        waves.insert(0, Wave(self, orientation, bottom))

    def update(self):
        self.set_clip()
        self.clear()
        self.update_waves()
        self.draw()

    def set_clip(self):
        parent = self.parent
        y = parent.get_clip().top - parent.padding[0] - \
            parent.parent.bandit.rect.h
        Surface.set_clip(self, Rect((0, y), parent.get_clip().size))

    def clear(self):
        self.blit(self.background, (0, 0))

    def update_waves(self):
        waves = self.waves
        if waves[0].get_bottom() > 0:
            self.add_wave()
        for wave in waves:
            if wave.get_top() > self.get_height():
                waves.remove(wave)
            else:
                wave.update()

    def draw(self):
        self.parent.blit(self, self.rect)
from esp_hadouken.pgfw.GameChild import GameChild
from esp_hadouken.overworld.Background import Background
from esp_hadouken.overworld.wall.Wall import Wall
from esp_hadouken.Toy import Toy
from esp_hadouken.dot.Dot import Dot

class Overworld(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.delegate = self.get_delegate()
        self.load_configuration()
        self.set_children()
        self.subscribe(self.respond)
        self.place_toy()
        self.reset()
        self.deactivate()

    def load_configuration(self):
        config = self.get_configuration("overworld")
        self.toy_position = config["toy-position"]
        self.audio_path = self.get_resource("overworld", "audio-path")
        self.dot_position = config["dot-position"]

    def set_children(self):
        self.background = Background(self)
        self.toy = Toy(self)
        self.wall = Wall(self)
        self.dot = Dot(self)

    def respond(self, event):
        compare = self.delegate.compare
        if compare(event, "reset-game"):
            self.deactivate()
            self.reset()
        elif compare(event, "main-menu-selection", option="play"):
            self.activate()

    def deactivate(self):
        self.active = False

    def activate(self):
        self.active = True
        self.start_music()

    def start_music(self):
        self.get_audio().play_bgm(self.audio_path)

    def place_toy(self):
        rect = self.toy.rect
        rect.top = self.toy_position
        rect.centerx = self.display_surface.get_rect().centerx

    def reset(self):
        self.place_dot()

    def place_dot(self):
        rect = self.dot.rect
        rect.top = self.dot_position
        rect.centerx = self.display_surface.get_rect().centerx

    def update(self):
        if self.active:
            self.background.update()
            self.toy.update()
            self.wall.update()
            self.dot.update()
216.73.216.190
216.73.216.190
216.73.216.190
 
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.