from random import randrange
from os import listdir
from os.path import join

from pygame import image

from xenographic_wall.pgfw.GameChild import GameChild
from xenographic_wall.world.mushrooms.Mushroom import Mushroom

class Mushrooms(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.subscribe_to(self.get_custom_event_id(), self.respond_to_event)
        self.load_images()
        self.reset()

    def respond_to_event(self, evt):
        if self.is_command(evt, "reset-game"):
            self.reset()

    def load_images(self):
        images = []
        root = self.get_resource("mushrooms", "path")
        files = self.get_configuration("mushrooms", "images")
        for path in listdir(root):
            parent = join(root, path)
            images.append(
                (image.load(join(parent, files[0])).convert_alpha(),
                 image.load(join(parent, files[1])).convert_alpha()))
        self.images = images

    def reset(self):
        self.populate()

    def populate(self):
        images = self.images
        count = self.get_configuration().get("mushrooms", "count")
        group_count = len(images)
        list.__init__(self, [[] for _ in range(group_count)])
        for ii in range(count):
            self.add_mushroom(ii % group_count)

    def add_mushroom(self, group):
        mushroom = Mushroom(self, group, self.images[group])
        self[group].append(mushroom)
        return mushroom

    def replace_mushroom(self, mushroom):
        group = mushroom.group
        self[group].remove(mushroom)
        self.add_mushroom(group)

    def update(self):
        for group in self:
            for mushroom in group:
                mushroom.update()
from time import time
from collections import deque

from pygame import Surface, Color, mouse, draw

from xenographic_wall.pgfw.GameChild import *
from xenographic_wall.world.scope.chain.Chain import Chain

class Scope(GameChild):

    transparent_color = Color("magenta")

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.subscribe_to(self.get_custom_event_id(), self.respond_to_event)
        self.chain = Chain(self)
        self.deactivate()
        self.reset()

    def activate(self):
        self.active = True

    def deactivate(self):
        self.active = False

    def respond_to_event(self, evt):
        if self.active:
            is_command = self.is_command
            if is_command(evt, "mouse-down-left"):
                self.respond_to_set()
            if is_command(evt, "mouse-down-right"):
                self.respond_to_set_and_reel()
            if is_command(evt, "reel"):
                self.respond_to_reel()

    def respond_to_set(self):
        if not self.flash_start:
            self.place()

    def hide(self):
        self.chain.hide()

    def collide_click(self):
        return self.chain.collidepoint(self.parent.get_mouse_pos())

    def respond_to_set_and_reel(self):
        if not self.flash_start:
            if self.chain.is_hidden() or not self.collide_click():
                self.place()
            self.activate_flash()

    def place(self):
        self.chain.place(self.parent.get_mouse_pos())

    def activate_flash(self):
        self.flash_start = time()
        self.chain.set_color_to_flash()
#         self.show()

    def show(self):
        self.chain.show()

    def respond_to_reel(self):
        self.activate_flash()

    def reset(self):
        chain = self.chain
        chain.reset()
        self.deactivate_flash()
        chain.hide()

    def deactivate_flash(self):
        self.flash_start = None
        self.chain.set_color_to_default()

    def update(self):
        if self.active:
            self.update_flash()
            self.chain.update()

    def update_flash(self):
        start = self.flash_start
        config = self.get_configuration().get_section("scope")
        chain = self.chain
        if start:
            if time() - start > config["flash-length"]:
                self.deactivate_flash()
                chain.set_color_to_default()
            else:
                chain.rotate_colors()
from collections import deque

from pygame import Rect, Color, mouse

from xenographic_wall.pgfw.GameChild import GameChild
from xenographic_wall.world.scope.chain.Ring import Ring

class Chain(GameChild, Rect):

    transparent_color = Color("green")
    
    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.init_rect()
        self.set_rings()
        self.subscribe_to(self.get_custom_event_id(), self.respond_to_event)
        self.reset()

    def init_rect(self):
        width = self.get_configuration("scope", "diameter")
        Rect.__init__(self, 0, 0, width, width)

    def set_rings(self):
        rings = []
        for ii in range(self.get_configuration("scope", "ring-count")):
            rings.append(Ring(self, ii))
        self.rings = rings

    def respond_to_event(self, evt):
        if self.parent.active:
            if self.is_command(evt,"mouse-scroll-up"):
                self.glow()
            if self.is_command(evt, "mouse-scroll-down"):
                self.darken()

    def glow(self):
        max_alpha = 255
        rings = list(reversed(self.rings))
        threshold = max_alpha / len(rings)
        for ii, ring in enumerate(rings):
            if ii == 0 or rings[ii - 1].get_alpha() >= threshold:
                alpha = ring.get_alpha() + self.get_glow_step()
                if alpha > max_alpha:
                    alpha = max_alpha
                ring.set_alpha(alpha)

    def get_glow_step(self):
        return self.get_configuration("scope", "glow-step")

    def darken(self):
        for ring in self.rings:
            alpha = ring.get_alpha() - self.get_glow_step()
            if alpha < 0:
                alpha = 0
            ring.set_alpha(alpha)

    def reset(self):
        self.hide()
        self.set_color_to_default()

    def hide(self):
        for ring in self.rings:
            ring.set_alpha(0)

    def show(self):
        for ring in self.rings:
            ring.set_alpha(255)

    def place(self, pos):
        self.center = pos
        for ring in self.rings:
            ring.rect.center = pos

    def set_color_to_default(self):
        self.colors = deque(map(Color,
                                self.get_configuration("scope", "colors")))
        self.update_colors()

    def update_colors(self):
        for ii, ring in enumerate(self.rings):
            ring.set_color(self.colors[ii])

    def set_color_to_flash(self):
        self.colors = deque(map(Color,
                                self.get_configuration("scope", "flash-colors")))
        self.update_colors()

    def rotate_colors(self):
        self.colors.rotate(1)
        self.update_colors()

    def is_hidden(self):
        for ring in self.rings:
            if ring.get_alpha() > 0:
                return False
        return True

    def update(self):
        for ring in self.rings:
            ring.update()
216.73.216.212
216.73.216.212
216.73.216.212
 
July 19, 2017


f1. BOSS

Games are corrupt dissolutions of nature modeled on prison, ordering a census from the shadows of a vile casino, splintered into shattered glass, pushing symbols, rusted, stale, charred, ultraviolet harbingers of consumption and violence, badges without merit that host a disease of destruction and decay.

You are trapped. You are so trapped your only recourse of action is to imagine an escape route and deny your existence so fully that your dream world becomes the only reality you know. You are fleeing deeper and deeper into a chasm of self-delusion.

While you're dragging your listless, distending corpus from one cell to another, amassing rewards, upgrades, bonuses, achievements, prizes, add-ons and status boosts in rapid succession, stop to think about what's inside the boxes because each one contains a vacuous, soul-sucking nightmare.

Playing can be an awful experience that spirals one into a void of harm and chaos, one so bad it creates a cycle between the greater and lesser systems, each breaking the other's rules. One may succeed by acting in a way that ruins the world.