from pygame.image import load

from dark_stew.pgfw.Sprite import Sprite

class Clouds(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.dx = -self.get_configuration("clouds", "speed")
        self.load_from_path(self.get_resource("clouds", "path"), True)

    def update(self):
        self.move(self.dx)
        Sprite.update(self)

    def draw(self):
        rect = self.rect
        offset = rect.left + rect.w
        self.display_surface.blit(self.get_current_frame(), rect)
        Sprite.draw(self)
from dark_stew.pgfw.Game import Game
from dark_stew.pgfw.Configuration import TypeDeclarations
from dark_stew.World import World
from dark_stew.monster.Monsters import Monsters

class DarkStew(Game):

    def __init__(self):
        Game.__init__(self, type_declarations=Types())

    def set_children(self):
        Game.set_children(self)
        self.world = World(self)
        self.monsters = Monsters(self)

    def update(self):
        self.world.update()
        self.monsters.update()


class Types(TypeDeclarations):

    additional_defaults = {

        "joy": {"int": ["run", "action"]},

        "world": {"int-list": "dimensions",

                  "int": ["walk-step", "run-step"],

                  "path": "audio-path"},

        "floor": {"path": ["tile-path", "film-path"],

                  "int": "film-opacity"},

        "water": {"float-list": "speed",

                  "path": "tile-path",

                  "int-list": ["color", "opacity"]},

        "pool": {"int": ["framerate", "padding"],

                 "path": ["water-path", "ring-path", "led-path"]},

        "stool": {"path": "path",

                  "float-list": ["angles", "offsets"]},

        "led": {"path": "path",

                "float": ["angle", "offset"]},

        "aphids": {"path": ["path", "animation-path", "moving-path",
                            "standing-path", "sitting-path", "back-path",
                            "front-path", "side-path", "rod-path", "line-path"],

                   "int": ["rest-framerate", "walk-framerate", "run-framerate"],

                   "int-list": "collision-rect",

                   "float": ["initial-chance", "chance-increase"]},

        "monsters": {"path": "path",

                     "int": ["shadow-offset", "shadow-alpha"]},

        }
from pygame import Surface
from pygame.image import load
from pygame.draw import circle
from pygame.locals import *

from dark_stew.pgfw.GameChild import GameChild

class Floor(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.input = self.get_input()
        self.load_configuration()
        self.init_surface()
        self.paint()
        self.add_film()

    def load_configuration(self):
        config = self.get_configuration("floor")
        self.tile_path = self.get_resource("floor", "tile-path")
        self.film_path = self.get_resource("floor", "film-path")
        self.film_opacity = config["film-opacity"]

    def init_surface(self):
        Surface.__init__(self, self.parent.size)

    def paint(self):
        tile = load(self.tile_path)
        self.fill_tile(tile)

    def fill_tile(self, tile, blend=0):
        for x in xrange(0, self.get_width(), tile.get_width()):
            for y in xrange(0, self.get_height(), tile.get_height()):
                self.blit(tile, (x, y), None, blend)

    def add_film(self):
        tile = load(self.film_path).convert_alpha()
        tile.set_alpha(self.film_opacity)
        self.fill_tile(tile, BLEND_ADD)

    def add_holes(self):
        for pool in self.parent.pools:
            self.fill(self.transparent_color, pool)

    def draw(self):
        surface = self.display_surface
        for corner in self.parent.get_corners():
            surface.blit(self, corner)
from pygame import Surface
from pygame.image import load

from dark_stew.pgfw.GameChild import GameChild

class Monster(GameChild):

    def __init__(self, parent, path):
        GameChild.__init__(self, parent)
        self.path = path
        self.display_surface = self.get_display_surface()
        self.set_image()
        self.set_shadow()

    def set_image(self):
        image = load(self.path).convert()
        rect = image.get_rect()
        rect.center = self.display_surface.get_rect().center
        offset = self.parent.shadow_offset / 2
        rect.move_ip(-offset, -offset)
        self.image = image
        self.image_rect = rect

    def set_shadow(self):
        shadow = Surface(self.image.get_size())
        parent = self.parent
        shadow.fill(parent.shadow_color)
        rect = shadow.get_rect()
        rect.center = self.display_surface.get_rect().center
        offset = parent.shadow_offset / 2
        rect.move_ip(offset, offset)
        shadow.set_alpha(parent.shadow_alpha)
        self.shadow = shadow
        self.shadow_rect = rect

    def draw(self):
        surface = self.display_surface
        surface.blit(self.shadow, self.shadow_rect)
        surface.blit(self.image, self.image_rect)
from os import listdir
from os.path import join
from random import choice

from pygame import Color

from dark_stew.pgfw.GameChild import GameChild
from dark_stew.monster.Monster import Monster

class Monsters(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.current = None
        self.delegate = self.get_delegate()
        self.load_configuration()
        self.add_monsters()

    def load_configuration(self):
        config = self.get_configuration("monsters")
        self.shadow_color = Color(config["shadow-color"])
        self.shadow_offset = config["shadow-offset"]
        self.shadow_alpha = config["shadow-alpha"]
        self.path = self.get_resource("monsters", "path")

    def add_monsters(self):
        root = self.path
        for path in [join(root, name) for name in sorted(listdir(root))]:
            self.append(Monster(self, path))

    def open_random(self):
        self.current = choice(self)

    def close(self):
        self.current = None

    def update(self):
        if self.current:
            self.current.draw()
216.73.216.162
216.73.216.162
216.73.216.162
 
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.