from ball_cup.pgfw.GameChild import GameChild

class Levels(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.load()

    def load(self):
        for line in file(self.get_resource("levels", "path")):
            fields = line.split()
            args = map(int, fields[:-1]) + [float(fields[-1])]
            self.append(Level(*args))


class Level:

    def __init__(self, *args):
        self.ball_width, self.cup_width, self.cup_speed = args

    def __repr__(self):
        return "{0} {1} {2}".format(self.ball_width, self.cup_width,
                                    self.cup_speed)
from random import randint, choice
from math import sqrt, ceil

from pygame import Surface
from pygame.draw import circle

from ball_cup.pgfw.Sprite import Sprite

class Cup(Sprite):

    up, down = -1, 1

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.load_configuration()
        self.reset()

    def load_configuration(self):
        config = self.get_configuration("cup")
        self.color = config["color"]
        self.margin_vertical = config["margin-vertical"]
        self.margin_right = config["margin-right"]

    def reset(self):
        level = self.parent.get_current_level()
        self.halted = False
        self.reset_frame(level.cup_width)
        self.speed = level.cup_speed
        self.set_padding()
        self.set_bounds()
        self.place_in_bounds()
        self.indent()
        self.reset_direction()

    def reset_frame(self, width):
        self.clear_frames()
        frame = Surface((width, width))
        frame.fill(self.color)
        self.add_frame(frame)

    def set_padding(self):
        self.padding = int(ceil(self.get_radius() - self.get_half()))

    def get_radius(self):
        return sqrt(2 * self.get_half() ** 2)

    def get_half(self):
        return self.rect.w / 2.0

    def set_bounds(self):
        display_height = self.display_surface.get_height()
        margin = self.margin_vertical
        self.bounds = margin, display_height - margin

    def place_in_bounds(self):
        upper, lower = self.bounds
        half = self.rect.h / 2
        adjusted = upper + half, lower - half
        self.rect.centery = randint(*adjusted)

    def indent(self):
        self.rect.right = self.display_surface.get_rect().right - \
                          self.margin_right

    def reset_direction(self):
        self.direction = choice([self.up, self.down])

    def clear(self):
        self.parent.clear(self.rect)

    def halt(self):
        self.halted = True

    def update(self):
        if not self.halted:
            self.shift()
        Sprite.update(self)

    def shift(self):
        self.move(dy=self.speed * self.direction)
        overflow = self.collide_with_bounds()
        if overflow is not None:
            self.change_direction()
            self.move(dy=overflow * 2 * self.direction)

    def collide_with_bounds(self):
        rect = self.rect
        upper, lower = self.bounds
        if rect.top <= upper:
            return upper - rect.top
        elif rect.bottom >= lower:
            return rect.bottom - lower

    def change_direction(self):
        direction = self.direction
        if direction == self.up:
            direction = self.down
        else:
            direction = self.up
        self.direction = direction
from pygame import Surface, Rect

from ball_cup.pgfw.Sprite import Sprite
from ball_cup.field.ball.Charge import Charge

class Ball(Sprite):

    forward, backward = 1, -1

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.charge = Charge(self)
        self.load_configuration()
        self.set_minimum_size()
        self.reset()

    def load_configuration(self):
        config = self.get_configuration("ball")
        self.color = config["color"]
        self.margin = config["margin"]
        self.base_deceleration = config["base-deceleration"]
        self.base_velocity_range = config["base-velocity-range"]

    def set_minimum_size(self):
        levels = self.parent.levels
        minimum = levels[0].ball_width
        for level in levels[1:]:
            if level.ball_width < minimum:
                minimum = level.ball_width
        self.minimum_size = minimum

    def reset(self):
        self.traveling = False
        self.sent = False
        self.direction = self.forward
        level = self.parent.get_current_level()
        self.reset_frame(level.ball_width)
        self.place()
        self.set_motion_parameters()
        self.charge.reset()

    def set_motion_parameters(self):
        base = self.base_velocity_range
        ratio = self.rect.w / float(self.minimum_size)
        self.velocity_range = ratio * base[0], ratio * base[1]
        self.deceleration = ratio * self.base_deceleration

    def reset_frame(self, width):
        self.clear_frames()
        frame = Surface((width, width))
        frame.fill(self.color)
        self.add_frame(frame)

    def place(self):
        rect = self.rect
        relative = self.display_surface.get_rect()
        rect.centery = relative.centery
        rect.left = relative.left + self.margin

    def send(self):
        self.set_velocity()
        self.traveling = True

    def set_velocity(self):
        strength = self.charge.strength
        lower, upper = self.velocity_range
        self.velocity = strength * (upper - lower) + lower

    def clear(self):
        self.parent.clear(self.rect)

    def update(self):
        if not self.traveling and not self.sent:
            self.charge.update()
        elif self.traveling:
            self.shift()
            self.get_current_frame().fill(self.color)
            self.collide_with_cup()
        Sprite.update(self)

    def shift(self):
        self.move(self.velocity * self.direction)
        if self.rect.right >= self.display_surface.get_rect().right:
            self.direction = self.backward
            self.move(self.display_surface.get_rect().right - self.rect.right)
        if self.rect.right < 0:
            self.velocity = 0
        self.decelerate()
        if self.velocity <= 1:
            self.traveling = False
            self.parent.cup.halt()
            self.sent = True
            self.parent.evaluate()

    def decelerate(self):
        self.velocity = max(0, self.velocity - self.deceleration)

    def collide_with_cup(self):
        rect = self.rect
        relative = self.parent.cup.rect
        if rect.colliderect(relative):
            clip = rect.clip(relative)
            section = Rect((clip.x - rect.x, clip.y - rect.y), clip.size)
            self.get_current_frame().fill((255, 255, 255), section)
216.73.216.20
216.73.216.20
216.73.216.20
 
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.