from os import listdir
from os.path import join

from pygame.mixer import Channel, Sound, music, find_channel

from GameChild import *
from Input import *

class Audio(GameChild):

    current_channel = None
    paused = False
    muted = False

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.delegate = self.get_delegate()
        self.load_fx()
        self.subscribe(self.respond)

    def load_fx(self):
        fx = {}
        if self.get_configuration().has_option("audio", "sfx-path"):
            root = self.get_resource("audio", "sfx-path")
            if root:
                for name in listdir(root):
                    fx[name.split(".")[0]] = Sound(join(root, name))
        self.fx = fx

    def respond(self, event):
        if self.delegate.compare(event, "mute"):
            self.mute()

    def mute(self):
        self.muted = True
        self.set_volume()

    def unmute(self):
        self.muted = False
        self.set_volume()

    def set_volume(self):
        volume = int(not self.muted)
        music.set_volume(volume)
        if self.current_channel:
            self.current_channel.set_volume(volume)

    def play_bgm(self, path, stream=False):
        self.stop_current_channel()
        if stream:
            music.load(path)
            music.play(-1)
        else:
            self.current_channel = Sound(path).play(-1)
        self.set_volume()

    def stop_current_channel(self):
        music.stop()
        if self.current_channel:
            self.current_channel.stop()
        self.current_channel = None
        self.paused = False

    def play_fx(self, name, panning=.5):
        if not self.muted:
            channel = find_channel(True)
            if panning != .5:
                offset = 1 - abs(panning - .5) * 2
                if panning < .5:
                    channel.set_volume(1, offset)
                else:
                    channel.set_volume(offset, 1)
            channel.play(self.fx[name])

    def pause(self):
        channel = self.current_channel
        paused = self.paused
        if paused:
            music.unpause()
            if channel:
                channel.unpause()
        else:
            music.pause()
            if channel:
                channel.pause()
        self.paused = not paused

    def is_bgm_playing(self):
        current = self.current_channel
        if current and current.get_sound():
            return True
        return music.get_busy()
# -*- coding: utf-8 -*-

from random import randint, randrange, choice
from time import time
from operator import itemgetter

from pygame import Surface, PixelArray, Rect
from pygame.draw import aalines, polygon
from pygame.font import Font
from pygame.mixer import Sound
from pygame.locals import *

from lib.pgfw.pgfw.Game import Game
from lib.pgfw.pgfw.GameChild import GameChild
from lib.pgfw.pgfw.Sprite import Sprite
from lib.pgfw.pgfw.extension import render_box

class ElectricSieve(Game):

    def __init__(self):
        Game.__init__(self)
        self.background = Surface(self.display.screen.get_size())
        self.background.fill((255, 80, 190))
        self.title.activate()

    def set_children(self):
        Game.set_children(self)
        self.title = Title(self)
        self.sieve = Sieve(self)
        self.triangles = Triangles(self)
        self.acid = Acid(self)
        self.static = Static(self)

    def update(self):
        self.title.update()
        if self.triangles.active:
            self.display.screen.blit(self.background, (0, 0))
        self.triangles.update()
        self.sieve.update()
        self.static.update()


class Title(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.delegate = self.parent.delegate
        bg_color = (255, 222, 173)
        self.background = surface = Surface(self.display_surface.get_size())
        tile = Surface((2, 2))
        tile.fill(bg_color)
        tile.set_at((0, 1), (220, 119, 41))
        tile.set_at((1, 0), (220, 119, 41))
        for y in xrange(0, surface.get_height(), 2):
            for x in xrange(0, surface.get_width(), 2):
                surface.blit(tile, (x, y))
        # font = Font(self.get_resource("display", "title-font-path"), 20)
        # font.set_italic(True)
        # font.set_bold(True)
        # self.captions = captions = Sprite(self), Sprite(self)
        # colors = (0, 68, 170), (255, 255, 255), (128, 128, 128), \
        #          (220, 119, 41), (255, 80, 80), (0, 90, 110)
        # texts = ["", ""]
        # for ii, text in \
        #         enumerate(self.get_configuration("display",
        #                                          "caption").upper().split()):
        #     texts[ii] += "•" * (5 if ii else 3)
        #     for ch in text:
        #         texts[ii] += ch + "    "
        #     texts[ii] = texts[ii].strip() + "•" * (5 if ii else 3)
        # for _ in xrange(25):
        #     color = choice(colors)
        #     captions[0].add_frame(font.render(texts[0], True, color, (220, 208, 255)))
        #     captions[1].add_frame(font.render(texts[1], True, color, (220, 208, 255)))
        # cx = self.display_surface.get_rect().centerx
        # captions[0].location.center = cx, 301
        # captions[1].location.center = cx, 398
        self.scoreboard = Scoreboard(self)
        self.music = Sound(self.get_resource("audio", "title"))
        self.advance = Sound(self.get_resource("audio", "title-advance"))
        self.subscribe(self.respond)

    def respond(self, event):
        if self.active:
            if self.delegate.compare(event, "advance"):
                self.deactivate()
                self.parent.triangles.activate()
                self.parent.sieve.activate()
                self.parent.static.activate()
                self.advance.play()

    def activate(self):
        self.active = True
        self.music.play(-1)

    def deactivate(self):
        self.active = False
        self.music.fadeout(500)

    def update(self):
        if self.active:
            self.display_surface.blit(self.background, (0, 0))
            # for caption in self.captions:
            #     caption.update()
            self.scoreboard.update()


class Strip(Sprite):

    LEFT, RIGHT = range(2)

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.deactivate()
        self.display_surface = self.get_display_surface()
        self.delegate = self.get_game().delegate
        self.hshifts = Shift(self, 1, "shift-2"), Shift(self, -1, "shift-2")
        self.add_frames()
        self.subscribe(self.respond)

    def deactivate(self):
        self.active = False

    def reset(self):
        for shift in self.hshifts:
            shift.reset()

    def add_frames(self):
        pass

    def respond(self, event):
        if self.active:
            compare = self.delegate.compare
            if compare(event, "left") or compare(event, "left", True):
                self.hshifts[self.LEFT].active = not event.cancel
            elif compare(event, "right") or compare(event, "right", True):
                self.hshifts[self.RIGHT].active = not event.cancel

    def activate(self):
        self.active = True

    def update(self):
        if self.active:
            for shift in self.hshifts:
                shift.update()
                if shift.time:
                    self.move(shift.get_change())
            Sprite.update(self)


class Shift(GameChild):

    def __init__(self, parent, direction, nodeset):
        GameChild.__init__(self, parent)
        self.direction = direction
        self.reset()
        self.timer = self.get_game().time_filter
        self.nodeset = self.get_game().interpolator.get_nodeset(nodeset)

    def reset(self):
        self.active = False
        self.time = 0

    def update(self):
        least, greatest = self.nodeset[0].x, self.nodeset[-1].x
        if self.active and self.time < greatest:
            self.time = min(self.time + self.timer.get_last_frame_duration(),
                            greatest)
        elif not self.active and self.time > least:
            self.time = max(self.time - self.timer.get_last_frame_duration(),
                            least)

    def get_change(self):
        return self.nodeset.get_y(self.time) * self.direction


class Scoreboard(GameChild):


    BACKGROUND = 255, 255, 255
    FOREGROUND = 27, 27, 27
    NEW = 27, 27, 27
    SPACING = 70
    MARGIN = 30
    BLINK_INTERVAL = 400
    PADDING = 6
    BORDER = 1
    SCORE_COUNT = 9

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        ds = self.display_surface = self.get_display_surface()
        self.scores_path = self.get_resource("score", "path")
        self.most_recent_score = None
        self.load()

    def load(self):
        self.sprites = sprites = []
        font_path = self.get_resource("display", "scoreboard-font-path")
        sizes = [24] * self.SCORE_COUNT
        blink = False
        for ii, score in enumerate(self.get_scores()[:len(sizes)]):
            font = Font(font_path, sizes[ii])
            sprites.append((Sprite(self, self.BLINK_INTERVAL),
                            Sprite(self, self.BLINK_INTERVAL)))
            score_text = str(score[1])
            color = self.BACKGROUND if (self.most_recent_score and not blink and score[1:] == \
                                        self.most_recent_score) else self.FOREGROUND
            score_plate = font.render(score_text, False, color, self.BACKGROUND)
            rect = score_plate.get_rect()
            surface = Surface(rect.inflate((2, 2)).size)
            surface.fill(self.FOREGROUND)
            rect.center = surface.get_rect().center
            surface.blit(score_plate, rect)
            sprites[ii][1].add_frame(render_box(font, score_text, False, color,
                                                self.BACKGROUND, self.FOREGROUND, self.BORDER, self.PADDING))
            sprites[ii][0].add_frame(render_box(font, score[2], False, color,
                                                 self.BACKGROUND, self.FOREGROUND, self.BORDER, self.PADDING))
            if self.most_recent_score and not blink and score[1:] == self.most_recent_score:
                sprites[ii][1].add_frame(render_box(font, score_text, False, self.NEW,
                                                    self.BACKGROUND, self.FOREGROUND, self.BORDER, self.PADDING))
                sprites[ii][0].add_frame(render_box(font, score[2], False, self.NEW,
                                                    self.BACKGROUND, self.FOREGROUND, self.BORDER, self.PADDING))
                blink = True
            sprites[ii][0].location.left = self.MARGIN
            sprites[ii][1].location.right = self.get_display_surface().get_rect().right - self.MARGIN
            y = self.get_display_surface().get_rect().centery + self.SPACING * (ii - len(sizes) / 2)
            for sprite in sprites[ii]:
                sprite.location.centery = y

    def get_scores(self):
        scores = []
        for line in file(self.scores_path, "r"):
            fields = line.split()
            scores.append((float(fields[0]), int(fields[1]), fields[2]))
        scores = sorted(scores, key=itemgetter(0))
        return sorted(scores, key=itemgetter(1), reverse=True)

    def write(self, initials):
        score = int(round(self.get_game().triangles.score))
        fields = str(time()), str(score), initials
        file(self.scores_path, "a").write(fields[0] + " " + fields[1] + " " + fields[2] + "\n")
        self.most_recent_score = score, initials
        self.load()

    def update(self):
        for pair in self.sprites:
            for sprite in pair:
                sprite.update()


class Sieve(Strip):

    UP, DOWN = range(2)

    def __init__(self, parent):
        Strip.__init__(self, parent)
        self.delegate = self.get_game().delegate
        self.electric = Electric(self)
        self.add_location(offset=(self.location.w, 0))

    def add_frames(self):
        bar_locations = []
        self.bar_rects = bar_rects = []
        x = 0
        sh = 30
        nodeset = self.get_game().interpolator.get_nodeset("scale")
        self.bar_w = bar_w = 3
        self.gaps = gaps = []
        while x < nodeset[-1].x:
            bar_locations.append(x)
            bar_rects.append(Rect(x, 0, bar_w, sh))
            gaps.append(nodeset.get_y(x, natural=True))
            x += gaps[-1]
        surface = Surface((x, sh))
        transparent_color = (255, 0, 255)
        surface.fill(transparent_color)
        surface.set_colorkey(transparent_color)
        frames = surface, surface.copy()
        colors = (0, 255, 0), (153, 0, 204)
        for x in bar_locations:
            bar_rects.append(Rect(x + surface.get_width(), 0, bar_w, sh))
            for ii, frame in enumerate(frames):
                frame.fill(colors[ii], (x, 0, bar_w, sh))
                frame.fill(colors[ii - 1], (x + 1, 1, 1, sh - 2))
        for frame in frames:
            self.add_frame(frame)

    def reset(self):
        Strip.reset(self)
        self.location.centerx = self.display_surface.get_rect().centerx
        self.locations[1].centerx = self.location.centerx + self.location.w

    def update(self):
        if self.active:
            if self.location.right < 0:
                self.move(self.location.w)
            if self.locations[1].left > self.display_surface.get_width():
                self.move(-self.location.w)
            for location in self.locations:
                location.bottom = self.parent.acid.get_top()
            self.electric.location.centery = self.location.centery + 13
            self.electric.update()
            for rect in self.bar_rects:
                rect.centery = self.location.centery
            Strip.update(self)


class Electric(Sprite):

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

    def add_frames(self):
        surface = Surface((self.display_surface.get_width(),
                           self.parent.location.h - 10))
        frames = surface, surface.copy()
        colors = (255, 255, 0), (100, 89, 213)
        pixel_arrays = PixelArray(frames[0]), PixelArray(frames[1])
        for x in xrange(len(pixel_arrays[0])):
            for y in xrange( len(pixel_arrays[0][0])):
                pixel_arrays[0][x][y] = colors[(y + x) % 2]
                pixel_arrays[1][x][y] = colors[(y + x + 1) % 2]
        for pixels in pixel_arrays:
            del pixels
        for frame in frames:
            self.add_frame(frame)


class Triangles(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.music = Sound(self.get_resource("audio", "triangles"))
        self.deactivate()
        self.display_surface = self.get_display_surface()
        self.delegate = self.get_game().delegate
        self.booster = Shift(self, 1, "boost")
        self.hit = Sound(self.get_resource("audio", "hit"))
        self.miss = Sound(self.get_resource("audio", "miss"))
        self.reset()
        self.subscribe(self.respond)

    def deactivate(self):
        self.active = False
        self.music.fadeout(500)

    def reset(self):
        list.__init__(self, [])
        self.streak = 0
        self.score = 0
        self.booster.reset()

    def populate(self):
        if not self:
            self.append(Triangle(self))
            self[-1].location.bottom = 0
            self.set_next_gap()
        while self[-1].location.top > -self.display_surface.get_height():
            self.append(Triangle(self))
            self[-1].location.bottom = self[-2].location.top - self.next_gap
            self.set_next_gap()

    def set_next_gap(self):
        self.next_gap = randint(500, 800)

    def respond(self, event):
        if self.active:
            compare = self.delegate.compare
            if compare(event, "down") or compare(event, "down", True):
                self.booster.active = not event.cancel

    def get_boost(self):
        return self.booster.get_change()

    def activate(self):
        self.active = True
        self.music.play(-1, 0, 500)

    def update(self):
        if self.active:
            self.populate()
            self.booster.update()
            if self[0].location.collidelist(self.parent.sieve.locations) != -1:
                sieve = self.parent.sieve
                if self[0].location.colliderect(sieve.electric.location):
                    self.parent.acid.increase()
                    self.streak += 1
                    self.score += self.streak ** .8 + \
                                  self.parent.acid.get_volume() * 5 + \
                                  self[0].count
                    self.remove(self[0])
                    self.hit.play()
                else:
                    for br in sieve.bar_rects:
                        for tr in self[0].collision_rects:
                            if tr.move((self[0].location.left,
                                        0)).colliderect(br.move((sieve.location.left,
                                                                 0))):
                                self.remove(self[0])
                                self.parent.static.increase()
                                self.streak = 0
                                self.miss.play()
                                break
            for triangle in self:
                triangle.update()


class Triangle(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        mark = randint(112, 328)
        sieve = self.parent.parent.sieve
        gaps = sieve.gaps
        start = randrange(0, len(gaps))
        widths = [gaps[start]]
        while sum(widths) < mark:
            widths.append(gaps[(start + len(widths)) % len(gaps)])
        surface = Surface((sum(widths), 20))
        surface.set_colorkey((0, 0, 0))
        x = 0
        height = surface.get_height()
        margin = 26
        self.collision_rects = collision_rects = []
        for width in widths:
            x += sieve.bar_w
            points = (x + margin / 2, height - 2), \
                     (x + width - margin / 2 - 1, height - 2), \
                     (x + width / 2.0, 1)
            polygon(surface, (60, 255, 220), points)
            collision_rects.append(Rect(points[0], (width - margin - 1, 1)))
            x += width - sieve.bar_w
        self.add_frame(surface)
        self.location.centerx = self.get_display_surface().get_rect().centerx
        self.count = len(widths)

    def update(self):
        self.move(dy=9.5 * self.get_game().acid.get_volume() + 3.8 + \
                  self.parent.get_boost())
        for rect in self.collision_rects:
            rect.bottom = self.location.bottom
        Sprite.update(self)


class Acid(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.level_r = 80, 320
        self.nodeset = self.get_game().interpolator.get_nodeset("volume")
        self.reset()

    def reset(self):
        self.substance = 0

    def get_top(self):
        return self.display_surface.get_height() - self.get_level()

    def get_level(self):
        return self.get_volume() * (self.level_r[1] - self.level_r[0]) + \
               self.level_r[0]

    def get_volume(self):
        return self.nodeset.get_y(self.substance)

    def increase(self):
        self.substance += 1


class Static(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent, 120)
        self.noise = Sound(self.get_resource("audio", "noise"))
        self.end = Sound(self.get_resource("audio", "end"))
        self.deactivate()
        self.delegate = self.get_game().delegate
        self.increaser = Shift(self, 1, "intensity")
        self.total = Total(self)
        self.initials = Initials(self)
        self.reset()
        self.add_frames()
        self.subscribe(self.respond)

    def deactivate(self):
        self.active = False
        self.end.fadeout(500)

    def reset(self):
        self.complete = False
        self.intensity = 0
        self.noise.set_volume(0)
        self.increaser.reset()

    def add_frames(self):
        surface = Surface(self.get_display_surface().get_size())
        frames = surface, surface.copy(), surface.copy(), surface.copy()
        tiles = []
        for _ in xrange(32):
            tiles.append(Surface((16, 16)))
        pixel_arrays = []
        for tile in tiles:
            pixel_arrays.append(PixelArray(tile))
        colors = (0, 0, 0), (64, 64, 64), (128, 128, 128), (196, 196, 196), \
                 (255, 255, 255)
        for x in xrange(len(pixel_arrays[0])):
            for y in xrange(len(pixel_arrays[0][0])):
                for pixels in pixel_arrays:
                    pixels[x][y] = choice(colors)
        for pixels in pixel_arrays:
            del pixels
        del pixel_arrays
        for frame in frames:
            for y in xrange(0, frame.get_height(), tiles[0].get_height()):
                for x in xrange(0, frame.get_width(), tiles[0].get_width()):
                    frame.blit(choice(tiles), (x, y))
            self.add_frame(frame)

    def respond(self, event):
        if self.active and self.complete and not self.initials.active:
            if self.delegate.compare(event, "advance"):
                if self.get_game().triangles.score > \
                  self.get_game().title.scoreboard.get_scores()[Scoreboard.SCORE_COUNT - 1][1]:
                    self.total.deactivate()
                    self.initials.activate()
                else:
                    self.finish(wipe=True)

    def finish(self, text="---", wipe=False):
        if wipe:
            self.parent.title.scoreboard.most_recent_score = None
        self.parent.title.scoreboard.write(text)
        self.total.deactivate()
        self.deactivate()
        self.reset()
        self.parent.acid.reset()
        self.parent.triangles.reset()
        self.parent.sieve.reset()
        self.parent.title.activate()

    def increase(self):
        self.intensity += self.increaser.get_change()
        if self.intensity > 1:
            self.intensity = 1
        self.increaser.time += 12000
        if self.increaser.time >= self.increaser.nodeset[-1].x + 5000:
            self.increaser.time = self.increaser.nodeset[-1].x + 5000

    def activate(self):
        self.active = True
        self.noise.play(-1)

    def update(self):
        if self.active:
            if not self.complete and self.intensity >= .65:
                self.complete = True
                self.parent.sieve.deactivate()
                self.parent.triangles.deactivate()
                self.set_alpha(255)
                self.noise.fadeout(6000)
                self.end.play(-1, 0, 4000)
                self.total.load()
            elif not self.complete:
                self.set_alpha(int(self.intensity * 255))
                if self.intensity > 0:
                    self.intensity *= .998
                self.increaser.update()
                self.noise.set_volume(self.intensity)
            Sprite.update(self)
            self.total.update()
            self.initials.update()


class Initials(GameChild):

    LETTER_SIZE = 24
    FOREGROUND = 27, 27, 27
    BACKGROUND = 255, 255, 255
    PADDING = 10
    ARROW_MARGIN = 40
    ARROW_HEIGHT = 10
    

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.reset()
        self.deactivate()
        self.font = Font(self.get_resource("display", "initials-font"), self.LETTER_SIZE)
        self.subscribe(self.respond)

    def reset(self):
        self.text = "---"
        self.index = 0

    def deactivate(self):
        self.active = False

    def respond(self, event):
        if self.active:
            compare = self.get_game().delegate.compare
            if compare(event, "right") or compare(event, "advance"):
                self.index += 1
                if self.index == len(self.text):
                    self.index = 0
                    if compare(event, "advance"):
                        self.deactivate()
                        self.parent.finish(self.text)
            elif compare(event, "left"):
                self.index -= 1
                if self.index == -1:
                    self.index = len(self.text) - 1
            elif compare(event, "up") or compare(event, "down"):
                if compare(event, "up"):
                    increment = 1
                elif compare(event, "down"):
                    increment = -1
                letter = self.text[self.index]
                if letter == '-':
                    letter = 'A' if increment == 1 else 'Z'
                else:
                    letter = chr(ord(letter) + increment)
                if ord(letter) == 91 or ord(letter) == 64:
                    letter = '-'
                replacement = ""
                for ii in xrange(len(self.text)):
                    if ii == self.index:
                        replacement += letter
                    else:
                        replacement += self.text[ii]
                self.text = replacement

    def activate(self):
        self.active = True

    def update(self):
        if self.active:
            ds = self.get_display_surface()
            for ii, letter in enumerate(self.text):
                box = render_box(self.font, letter, False, self.FOREGROUND, self.BACKGROUND,
                                 self.FOREGROUND, padding=self.PADDING)
                rect = box.get_rect()
                rect.centery = ds.get_rect().centery
                rect.centerx = ii * ds.get_width() / 3 + ds.get_width() / 6
                ds.blit(box, rect)
                if ii == self.index:
                    margin = self.ARROW_MARGIN
                    polygon(ds, (0, 255, 0), ((rect.left, rect.top - margin),
                                              (rect.right, rect.top - margin),
                                              (rect.centerx,
                                               rect.top - margin - self.ARROW_HEIGHT)))
                    polygon(ds, (0, 255, 0), ((rect.left, rect.bottom + margin),
                                              (rect.right, rect.bottom + margin),
                                              (rect.centerx,
                                               rect.bottom + margin + self.ARROW_HEIGHT)))


class Total(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent, 68)
        self.deactivate()
        self.font = Font(self.get_resource("display", "score-font-path"), 72)
        # self.font.set_italic(True)

    def deactivate(self):
        self.active = False

    def load(self):
        self.clear_frames()
        score = ""
        for ch in str(int(round(self.get_game().triangles.score))):
            score += ch + " "
        colors = (255, 255, 180), (180, 255, 255), (255, 180, 255), \
                 (255, 220, 160), (160, 255, 220), (220, 160, 255)
        template = Surface((self.display_surface.get_width(), 100))
        transparent_color = (255, 0, 255)
        template.fill(transparent_color)
        template.set_colorkey(transparent_color)
        tr = template.get_rect()
        template.fill((255, 0, 0), (0, 20, tr.w, 1))
        template.fill((255, 128, 128), (0, 21, tr.w, 1))
        for y in xrange(22, 78, 2):
            template.fill((255, 255, 255), (0, y, tr.w, 1))
        template.fill((255, 128, 128), (0, 78, tr.w, 1))
        template.fill((255, 0, 0), (0, 79, tr.w, 1))
        for _ in xrange(20):
            # surface = template.copy()
            surface = Surface(template.get_size(), SRCALPHA)
            # polygon(surface, choice(colors), ((tr.centerx - 7, 19),
            #                                   (tr.centerx, 0),
            #                                   (tr.centerx + 7, 19)))
            text = self.font.render(score, True, choice(colors))
            rect = text.get_rect()
            rect.center = tr.centerx, tr.centery + 2
            surface.blit(text, rect)
            # polygon(surface, choice(colors), ((tr.centerx - 7, 80),
            #                                   (tr.centerx, tr.h - 1),
            #                                   (tr.centerx + 7, 80)))
            self.add_frame(surface)
        self.location.center = self.display_surface.get_rect().center
        self.active = True

    def update(self):
        if self.active:
            Sprite.update(self)
216.73.217.74
216.73.217.74
216.73.217.74
 
March 3, 2021

Video 📺

Computers are a gun. They can see the target; they can pull the trigger. Computers were made by the military to blow people's brains out if they stepped out of line. Google Coral is the same technology that pollutes the oceans, and so is the computer I'm using, and so are the platforms I'm using to post this.

Game 🎲

Games are a context in which all play is purposeful. Games expose the fundamentally nihilistic nature of the universe and futility of pursuing any path other than the inevitability of death and the torture of an evil that knows and exploits absolute freedom. Games are not educational; they are education.

Propaganda 🆒

Education is propaganda — ego driven by-product conveying nothing that would enable us to expose that vanities made for gain subject us further to an illusion created by those in control: the illusion that quantity can represent substance and that data or observation can replace meaning. And why say it, or how, without contradicting yourself, that everything, once registered, no longer exists, and in fact never did, exists only in relation to other non-existent things, and when you look, it's not there, not only because it's long vanished, but because where would it be?


fig. 2: Gamer goo is a lubricant — not for your skin, but for facilitating your ability to own the competition (image from Gamer goo review)

As a result of video games, the great Trojan horse 🎠 of imperialist consumerist representationalism, people are divided in halves to encourage them to act according to market ordained impulses, to feign assurance, penetrating themselves deeper into a tyranny from which every action signals allegiance, confusing the world with definitions and borders, constantly struggling to balance or brace themselves against forces that threaten the crumbling stability of their ego.

F

or example, a cup 🥃 is designed and built to hold something, maintain order and prevent chaos. It keeps water from spilling back to where it belongs, back where it wants to go and gravity wants it to go. The cup is a trap, and it is used to assert dominance over nature, to fill with thoughts about existence, time and self, thoughts regarding dissimilarity between equal parts and patterns that manifest in variation. These ruminations disguised as revelations boil away to reveal isolated and self-aggrandizing thoughts about an analogy fabricated to herald the profundity of one's campaign's propaganda. You have no authentic impulse except to feed a delusion of ultimate and final supremacy. That is why you play games. That is your nature. That is why you eventually smash the cup to bits 💥 or otherwise watch it disintegrate forever because it, by being useful, threatens your facade of ownership and control.


fig. 3: worth1000

The cup is you; it reflects you; it is a lens through which you see yourself; it reassures you, confirming your presence; it says something, being something you can observe. When you move, it moves, and it opens after being closed. You can use it as a vessel for penetration fantasies, keeping you warm and fertile, a fine host for the plague of consciousness, you reptile, you sun scorched transgressor that not only bites the hand that feeds, but buries it deep within a sterile chamber where nothing remains for it as a means of escape except the corpses of others that infringed upon your feeding frenzy.