import os
delattr(os, "link")

from shaken_and_spit_out.pgfw.Setup import Setup

if __name__ == "__main__":
    Setup().setup()
from shaken_and_spit_out.pgfw.SetupWin import SetupWin

if __name__ == "__main__":
    SetupWin().setup()
from os import listdir
from glob import glob
from random import choice
from collections import deque

from pygame import cursors, PixelArray, Surface, Color
from pygame.mouse import set_cursor, get_pos
from pygame.font import Font
from pygame.image import load
from pygame.draw import polygon, aalines
from pygame.locals import *

from shaken_and_spit_out.pgfw.Game import Game
from shaken_and_spit_out.pgfw.GameChild import GameChild
from shaken_and_spit_out.pgfw.Sprite import Sprite
from shaken_and_spit_out.pgfw.Animation import Animation

class SSO(Game):

    def __init__(self):
        Game.__init__(self)
        set_cursor(*cursors.tri_left)
        # string = u"\u2250\u2254\u2258"
        # font = Font(self.get_resource("display", "font"), 24)
        # self.message = font.render(string, True, (0, 255, 0))
        self.backgrounds = [load(path).convert() for path in \
                            glob(self.get_resource("image", "background") + \
                                 "*.png")]
        self.used_backgrounds = []
        self.set_random_background()
        self.subscribe(self.respond)
        self.title.activate()

    def set_children(self):
        Game.set_children(self)
        self.floor = Floor(self)
        self.title = Title(self)
        self.cloud = Cloud(self)

    def set_random_background(self):
        index = choice(list(set(range(len(self.backgrounds))).\
                            difference(self.used_backgrounds)))
        self.used_backgrounds.append(index)
        if len(self.used_backgrounds) > 3:
            self.used_backgrounds.pop(0)
        self.background = self.backgrounds[index]

    def respond(self, event):
        if self.delegate.compare(event, "reset-game"):
            self.set_random_background()

    def update(self):
        self.get_screen().blit(self.background, (0, 0))
        self.cloud.update()
        self.title.update()
        self.floor.update()
        # self.get_screen().fill((0, 0, 0))
        # self.get_screen().blit(self.message, (100, 100))


class Title(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.delegate = self.get_delegate()
        self.preface = Preface(self)
        self.preamble = Preamble(self)
        self.initializer = Initializer(self)
        self.subscribe(self.respond)
        self.subscribe(self.respond, MOUSEBUTTONDOWN)
        self.deactivate()

    def respond(self, event):
        if self.delegate.is_command(event) and \
               self.delegate.compare(event, "reset-game"):
            self.activate()

    def deactivate(self):
        self.active = True

    def activate(self):
        self.active = True
        self.preface.reset()
        self.preamble.reset()

    def update(self):
        if self.active:
            self.preface.update()
            self.preamble.update()
            self.initializer.update()


class Initializer(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_from_path(self.get_resource("image", "initializer"),
                            query="[0-9]*.png", omit=True)
        self.add_frameset(0, name="idle")
        self.add_frameset(1, name="pressed")
        self.add_frameset((0, 2), (340, 40), "blinking")
        self.set_frameset("idle")
        self.location.center = 380, 500
        self.subscribe(self.respond, MOUSEBUTTONDOWN)
        self.subscribe(self.respond, MOUSEBUTTONUP)

    def respond(self, event):
        if self.parent.active:
            if event.type == MOUSEBUTTONDOWN and self.collides_mouse():
                self.set_frameset("pressed")
            elif event.type == MOUSEBUTTONUP:
                self.set_frameset("idle")

    def collides_mouse(self):
        return self.location.collidepoint(get_pos())

    def update(self):
        if self.parent.active:
            name = self.get_current_frameset().name
            if name == "idle" and self.collides_mouse():
                self.set_frameset("blinking")
            elif name == "blinking" and not self.collides_mouse():
                self.set_frameset("idle")
        Sprite.update(self)



class Preface(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        ds = self.ds = self.get_display_surface()
        w, h = ds.get_width(), int(round(ds.get_width() / 3))
        Surface.__init__(self, (w, h), SRCALPHA)
        self.background = Surface((w, h))
        self.background.fill((0, 0, 0))
        mask = self.mask = Surface((w, h), SRCALPHA)
        pixels = PixelArray(mask)
        for y in xrange(h):
            alpha = int(round(255 - (float(y) / h) * 255))
            for x in xrange(w):
                pixels[x][y] = Color(255, 255, 255, alpha)
        del pixels
        self.set_text()
        self.reset()

    def set_text(self):
        lines = self.get_configuration("text", "preface",
                                       False).decode("unicode-escape").upper().\
                                       split("/")
        cc = 0
        for line in lines:
            if len(line) > cc:
                cc = len(line)
        cw = int(round((self.get_width() - 80) / float(cc)))
        font = Font(self.get_resource("display", "font"), 12)
        font.set_bold(True)
        ch = font.metrics(lines[0][0])[0][3]
        margin = 24
        surface = Surface((cw * cc,
                           ch * len(lines) + margin * (len(lines) - 1)),
                          SRCALPHA)
        text = self.text = Sprite(self, 200)
        text.display_surface = self
        magic_word = u"PS\u27A2;' P\u2591T"
        magic_colors = deque(((255, 128, 128), (255, 255, 128), (128, 255, 128),
                              (128, 255, 255), (128, 128, 255),
                              (255, 128, 255)))
        box_rect = Rect(0, 0, cw, ch)
        for _ in xrange(len(magic_word)):
            frame = surface.copy()
            box_rect.top = 0
            for line in lines:
                box_rect.left = 0
                extra = cc - len(line)
                space_count = 0
                for char in line:
                    if char == " ":
                        space_count += 1
                if space_count:
                    space_widths = [1 + extra / space_count] * space_count
                    for ii in xrange(len(space_widths)):
                        if ii >= (extra % space_count):
                            break
                        space_widths[ii] += 1
                magic_word_ii = 0
                for ii in xrange(len(line)):
                    if line != lines[-1] and line[ii] == " ":
                        box_rect.left += cw * space_widths.pop(-1)
                    else:
                        if (magic_word_ii and \
                            magic_word_ii < len(magic_word)) \
                               or line[ii:ii + len(magic_word)] == magic_word:
                            color = magic_colors[0]
                            magic_colors.rotate(-1)
                            magic_word_ii += 1
                        else:
                            color = (255, 255, 255)
                        left = font.render(line[ii], True, (255, 0, 0))
                        frame.blit(left, self.get_glyph_rect(left, box_rect, 0))
                        right = font.render(line[ii], True, (0, 0, 255))
                        frame.blit(right, self.get_glyph_rect(right, box_rect,
                                                              4))
                        glyph = font.render(line[ii], True, color)
                        frame.blit(glyph, self.get_glyph_rect(glyph, box_rect,
                                                              2))
                        box_rect.left += cw
                box_rect.top += ch + margin
            text.add_frame(frame)
            magic_colors.rotate(-1)
        text.location.centerx = self.get_width() / 2

    def get_glyph_rect(self, glyph, box_rect, offset):
        gr = glyph.get_rect()
        gr.center = box_rect.center
        gr.left += offset
        return gr

    def reset(self):
        self.text.location.top = self.get_height()

    def update(self):
        self.text.move(dy=-.5)
        if self.text.location.bottom < 0:
            self.reset()
        self.blit(self.background, (0, 0))
        self.text.update()
        self.blit(self.mask, (0, 0), None, BLEND_RGBA_MIN)
        self.ds.blit(self, (0, 0))


class Preamble(Animation):

    def __init__(self, parent):
        Animation.__init__(self, parent, self.increment_plate_index, 4000)
        plates = self.plates = []
        font = Font(self.get_resource("display", "font"), 12)
        font.set_bold(True)
        for line in self.get_configuration("text", "preamble",
                                           False).upper().split("/"):
            plates.append([])
            spaced = str(line[0])
            for character in line[1:]:
                spaced += " " + character
            for ii, color in enumerate(((0, 255, 255), (0, 255, 255),
                                        (255, 12, 64))):
                text = Sprite(self)
                text.add_frame(font.render(spaced, True, color))
                fr = self.get_game().floor.location
                text.location.midtop = fr.centerx + (-1, 1, 0)[ii], \
                                       fr.bottom + 10
                plates[-1].append(text)
        self.reset()
        self.play()

    def increment_plate_index(self):
        index = self.plate_index + 1
        if index >= len(self.plates):
            index = 0
        self.plate_index = index

    def reset(self):
        self.plate_index = 0

    def update(self):
        Animation.update(self)
        for text in self.plates[self.plate_index]:
            text.update()


class Arrow(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent, 360)
        w, h = 56, 39
        surface = Surface((w, h), SRCALPHA)
        for color in ((255, 255, 0, 200), (0, 255, 255, 200), (255, 0, 255, 200)):
            frame = surface.copy()
            for offset in (0, 5):
                points = [[int(round(val)) for val in coordinate] for
                          coordinate in self.get_coordinates(w - 10, h, offset)]
                if offset == 5:
                    color = Color(*color)
                    hue, s, l, a = color.hsla
                    color.hsla = (hue + 180) % 360, 50, 100, 100
                polygon(frame, color, points)
            self.add_frame(frame)
        floor = self.get_game().floor.location
        self.location.midbottom = int(floor.w * .75), floor.top - 8

    def get_coordinates(self, w, h, offset):
        return (w * .25 + offset, 0), (w * .75 + offset, 0), \
                   (w * .75 + offset, h * .62), (w - 1 + offset, h * .62), \
                   (w * .5 + offset, h - 1), (0 + offset, h * .62), \
                   (w * .25 + offset, h * .62)


class Floor(Sprite):

    transparent_color = 255, 0, 255

    def __init__(self, parent):
        Sprite.__init__(self, parent, (520, 80))
        base = load(self.get_resource("image", "brick")).convert()
        ds = self.ds = self.get_display_surface()
        surface = Surface((ds.get_width(), 17))
        surface.set_colorkey(self.transparent_color)
        for swap in False, True:
            frame = surface.copy()
            tile = base.copy()
            if swap:
                pixels = PixelArray(tile)
                foreground, background = pixels[1][1], pixels[0][0]
                for x in xrange(len(pixels)):
                    for y in xrange(len(pixels[0])):
                        if pixels[x][y] == foreground:
                            pixels[x][y] = background
                        else:
                            pixels[x][y] = foreground
                del pixels
            for x in xrange(0, frame.get_width(), tile.get_width()):
                for y in xrange(0, frame.get_height(), tile.get_height()):
                    frame.blit(tile, (x, y))
            self.add_frame(frame)
        self.location.bottom = self.ds.get_height() - 34
        hole = self.hole = Sprite(self)

    def explode(self, x):
        pass


class Cloud(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.ds = self.get_display_surface()
        layers = self.layers = []
        base = load(self.get_resource("image", "cloud")).convert_alpha()
        for ii in xrange(3):
            layer = Sprite(self)
            frame = base.copy()
            pixels = PixelArray(frame)
            for x in xrange(len(pixels)):
                for y in xrange(len(pixels[0])):
                    color = Color(*base.unmap_rgb(pixels[x][y]))
                    h, s, l, a = color.hsla
                    color.hsla = int((h + (0, 90, 180)[ii]) % 360), int(s), \
                                 int(l), int(a * (.95 * (1 - ii * .15)))
                    pixels[x][y] = color
            del pixels
            layer.add_frame(frame)
            layer.move((0, -5, 5)[ii])
            layer.location.bottom = self.ds.get_height()
            layer.add_location(offset=(0, -layer.location.h))
            layers.append(layer)

    def update(self):
        fr = self.get_game().floor.location
        ds = self.ds
        ds.set_clip(fr.topleft, (ds.get_width(), ds.get_height() - fr.top))
        for ii, layer in enumerate(self.layers):
            layer.move(dy=1 + (ii * .5))
            if layer.location.top > ds.get_height():
                layer.move(dy=-layer.location.h)
            layer.update()
        ds.set_clip(None)
18.97.14.89
18.97.14.89
18.97.14.89
 
December 3, 2013

Where in the mind's prism does light shine, inward, outward, or backward, and where in a plane does it intersect, experientially and literally, while possessing itself in a dripping wet phantasm?


Fig 1.1 What happens after you turn on a video game and before it appears?

The taxonomy of fun contains the difference between gasps of desperation and exaltation, simultaneously identical and opposite; one inspires you to have sex, while the other to ejaculate perpetually. A destruction and its procession are effervescent, while free play is an inseminated shimmer hatching inside you. Unlikely to be resolved, however, in such a way, are the climaxes of transitions between isolated, consecutive game states.

You walk through a door or long-jump face first (your face, not Mario's) into a painting. A moment passes for eternity, viscerally fading from your ego, corpus, chakra, gaia, the basis of your soul. It happens when you kill too, and especially when you precisely maim or obliterate something. It's a reason to live, a replicating stasis.


Fig 1.2 Sequence in a video game

Video games are death reanimated. You recurse through the underworld toward an illusion. Everything in a decision and logic attaches permanently to your fingerprint. At the core, you use its energy to soar, comatose, back into the biosphere, possibly because the formal structure of a mind by human standards is useful in the next world.