from os.path import join

from lib.pgfw.pgfw.Sprite import Sprite

class Background(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_from_path(join(self.get_resource("door", "path"),
                                 str(self.parent.parent.index),
                                 "background.png"), True, True)
        self.location.bottom = self.parent.parent.platforms[0].location.top
        self.reset()

    def reset(self):
        self.location.left = self.parent.foreground.location.right

    def update(self):
        self.move(-self.parent.parent.velocity[0])
        Sprite.update(self)
from os.path import join

from lib.pgfw.pgfw.Sprite import Sprite

class Foreground(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_configuration()
        index = str(self.parent.parent.index)
        self.load_from_path(self.get_resource(join(self.root, index,
                                                   "foreground.png")), True,
                            True)
        self.location.bottom = self.parent.parent.platforms[0].location.top
        self.reset()

    def reset(self):
        self.location.left = self.x

    def load_configuration(self):
        config = self.get_configuration("door")
        self.x = config["x"]
        self.root = config["path"]

    def update(self):
        self.move(-self.parent.parent.velocity[0])
        Sprite.update(self)
from random import randint, random

from lib.pgfw.pgfw.GameChild import GameChild
from food_spring.level.obstacle.Missile import Missile
from food_spring.level.obstacle.Hurdle import Hurdle
from food_spring.level.obstacle.Spikes import Spikes
from food_spring.level.obstacle.Fireball import Fireball

class Obstacles(GameChild, dict):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.load_configuration()
        self.init_dict()

    def load_configuration(self):
        config = self.get_configuration
        self.missile_chance = config("missile", "chance")
        self.missile_count = config("missile", "count")
        self.blink_rate = config("obstacle", "blink-rate")
        self.hurdle_count = config("hurdle", "count")
        self.hurdle_chance = config("hurdle", "chance")
        self.hurdle_first = config("hurdle", "first-range")
        self.hurdle_margin = config("hurdle", "margin")
        self.spikes_chance = config("spikes", "chance")
        self.fireball_chance = config("fireball", "chance")
        self.fireball_count = config("fireball", "count")

    def init_dict(self):
        missiles = [Missile(self) for _ in xrange(self.missile_count[1])]
        hurdles = [Hurdle(self) for _ in xrange(self.hurdle_count[1])]
        fireballs = [Fireball(self) for _ in xrange(self.fireball_count[1])]
        dict.__init__(self, {"missile": missiles, "spikes": [Spikes(self)],
                             "hurdle": hurdles, "fireball": fireballs})

    def reset(self):
        for obstacle in self.get_obstacles():
            obstacle.reset()

    def get_obstacles(self, exclude=[]):
        if isinstance(exclude, str):
            exclude = [exclude]
        for kind in set(("hurdle", "fireball", "spikes",
                         "missile")).difference(exclude):
            for obstacle in self[kind]:
                yield obstacle

    def update(self):
        if self.parent.is_going():
            self.spawn_missiles()
            self.spawn_hurdles()
            self.spawn_spikes()
            self.spawn_fireballs()
        for obstacle in self.get_obstacles():
            obstacle.update()

    def spawn_missiles(self):
        if all(not missile.is_flying() for missile in self["missile"]):
            if random() < self.missile_chance:
                for ii in xrange(randint(*self.missile_count)):
                    self["missile"][ii].queue_fly()

    def spawn_hurdles(self):
        if all(not hurdle.is_playing(hurdle.enter) and \
               not hurdle.is_playing(hurdle.exit) for \
               hurdle in self["hurdle"]):
            if random() < self.hurdle_chance:
                dy = randint(*self.hurdle_first)
                for ii in xrange(randint(*self.hurdle_count)):
                    self["hurdle"][ii].queue_entrance(dy)
                    dy += randint(*self.hurdle_margin)

    def spawn_spikes(self):
        if not self["spikes"][0].is_playing(self["spikes"][0].slide):
            if random() < self.spikes_chance:
                self["spikes"][0].queue_slide()

    def spawn_fireballs(self):
        if all(not fireball.is_playing(fireball.spew) for fireball in \
               self["fireball"]):
            if random() < self.fireball_chance:
                for ii in xrange(randint(*self.fireball_count)):
                    self["fireball"][ii].queue_spew()
from pygame import Surface

from lib.pgfw.pgfw.Sprite import Sprite

class Hurdle(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_configuration()
        self.set_frames()
        self.register(self.enter, self.exit)
        self.reset()

    def load_configuration(self):
        config = self.get_configuration("hurdle")
        self.delay = config["delay"]
        self.speed = config["speed"]
        self.pause = config["pause"]

    def set_frames(self):
        surface = Surface((32, 8))
        surface.fill((255, 255, 0))
        self.add_frame(surface, omit=True)
        self.add_frameset(0, name="entered")
        blank = Surface(self.location.size)
        blank.set_colorkey((0, 0, 0))
        self.add_frame(blank, omit=True)
        self.add_frameset([0, 1], self.parent.blink_rate, "queued")

    def reset(self):
        self.halt(self.enter)
        self.halt(self.exit)
        self.active = False
        self.queue_reset = False
        self.location.centerx = self.display_surface.get_rect().left
        self.set_frameset("queued")

    def queue_entrance(self, dy):
        self.location.centery = self.parent.parent.platforms[0].location.top - \
                                dy
        self.active = True
        self.play(self.enter, delay=self.delay)

    def enter(self):
        self.set_frameset("entered")
        self.move(self.speed, 0)
        if self.location.centerx >= self.display_surface.get_rect().centerx:
            self.halt(self.enter)
            self.play(self.exit, delay=self.pause)

    def exit(self):
        self.move(self.speed, 0)
        if self.location.right >= self.display_surface.get_rect().right:
            self.queue_reset = True

    def update(self):
        if self.active:
            if self.is_playing(self.enter, include_delay=True) or \
               self.is_playing(self.exit):
                if self.location.colliderect(self.parent.parent.food):
                    self.parent.parent.food.freeze()
            Sprite.update(self)
        if self.queue_reset:
            self.reset()
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.