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()
3.15.141.23
3.15.141.23
3.15.141.23
 
June 23, 2019

is pikachu dead

yes and how about that for a brain tickler that what you're seeing all along was a ghost. we used a digital stream of bits that in the future we call blood to recreate everything as a malleable substance that is projected through computers over a massive interstellar network that runs faster than the speed of light in order to simultaneously exist at every moment in time exactly the same way effectively creating a new dimension through which you can experience the timeless joy of video games. you can press a button and watch the impact of your actions instantaneously resonate eternally across an infinite landscape as you the master of a constantly regenerating universe supplant your reality with your imagination giving profoundly new meaning to the phrase what goes around comes around as what comes around is the manifestation of the thoughts you had before you were aware of them. thoughts before they were thought and actions before they were done! it's so revolutionary we saved it for 10,000 years from now but it's all recycled here in the past with you at the helm and the future at the tips of your fingers