from pygame import Surface

from lib.pgfw.pgfw.Sprite import Sprite

class Spikes(Sprite):

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

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

    def set_frames(self):
        surface = Surface((32, 8))
        surface.fill((0, 255, 0))
        self.add_frame(surface, omit=True)
        self.add_frameset(0, name="sliding")
        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.set_frameset("queued")
        self.halt(self.slide)
        self.active = False
        self.queue_reset = False
        self.location.center = self.display_surface.get_rect().right, \
                               self.parent.parent.platforms[0].location.top

    def queue_slide(self):
        self.active = True
        self.play(self.slide, delay=self.delay)

    def slide(self):
        self.set_frameset("sliding")
        self.move(-self.speed)
        if self.location.right <= self.display_surface.get_rect().left:
            self.queue_reset = True
        if self.location.colliderect(self.parent.parent.food):
            self.parent.parent.food.freeze()

    def update(self):
        if self.active:
            Sprite.update(self)
        if self.queue_reset:
            self.reset()
from random import randrange

from pygame import Surface

from lib.pgfw.pgfw.Sprite import Sprite

class Fireball(Sprite):

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

    def load_configuration(self):
        config = self.get_configuration("fireball")
        self.delay = config["delay"]
        self.speed = config["speed"]
        self.peak = config["peak"]

    def set_frames(self):
        surface = Surface((24, 8))
        surface.fill((0, 255, 255))
        self.add_frame(surface, omit=True)
        self.add_frameset(0, name="spewing")
        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.spew)
        self.set_frameset("queued")
        self.active = False
        self.queue_reset = False
        limit = self.display_surface.get_rect()
        self.location.midleft = randrange(0, limit.w - self.location.w), limit.h
        self.direction = -1

    def queue_spew(self):
        self.active = True
        self.play(self.spew, delay=self.delay)

    def spew(self):
        self.set_frameset("spewing")
        self.move(0, self.direction * self.speed)
        limit = self.parent.parent.platforms[0].location.top - self.peak
        if self.direction == -1 and self.location.centery <= limit:
            self.location.centery = limit
            self.direction = 1
        elif self.direction == 1 and \
             self.location.top >= self.display_surface.get_height():
            self.queue_reset = True
        if self.location.colliderect(self.parent.parent.food):
            self.parent.parent.food.freeze()

    def update(self):
        if self.active:
            Sprite.update(self)
        if self.queue_reset:
            self.reset()
from math import atan, degrees, radians, sqrt, sin, cos
from random import randint, randrange

from pygame import Surface
from pygame.transform import rotate

from lib.pgfw.pgfw.Sprite import Sprite

class Missile(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.load_configuration()
        self.set_step()
        self.set_frames()
        self.register(self.fly)
        self.reset()

    def load_configuration(self):
        config = self.get_configuration("missile")
        self.margin = config["margin"]
        self.speed = config["speed"]
        self.peak = config["peak"]
        self.delay = config["delay"]
        self.angle = config["angle"]

    def set_step(self):
        angle = radians(self.angle)
        self.step = sin(angle) * self.speed, cos(angle) * self.speed

    def set_frames(self):
        surface = Surface((8, 32))
        surface.fill((255, 0, 0))
        surface.set_colorkey((255, 0, 255))
        self.add_frame(rotate(surface, self.angle), omit=True)
        self.add_frameset(0, name="flying")
        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.fly)
        self.active = False
        self.queue_reset = False
        self.location.center = randrange(40, 640), 0
        self.set_frameset("queued")

    def is_flying(self):
        return self.is_playing(self.fly)

    def queue_fly(self):
        self.active = True
        self.play(self.fly, delay=self.delay)

    def fly(self):
        self.set_frameset("flying")
        self.move(*self.step)
        location = self.location
        if location.colliderect(self.parent.parent.food):
            self.parent.parent.food.freeze()
        if location.top > self.display_surface.get_height():
            self.queue_reset = True

    def update(self):
        if self.active:
            Sprite.update(self)
        if self.queue_reset:
            self.reset()
from lib.pgfw.pgfw.Sprite import Sprite

class Blob(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_from_path(self.get_resource("blob", "path"), True, True,
                            query="*.png")
        self.hide()

    def hide(self):
        self.visible = False

    def show(self):
        self.visible = True

    def update(self):
        if self.visible:
            if not self.parent.horizontal:
                self.location.centerx = self.parent.parent.food.location.centerx
            else:
                self.location.centery = self.parent.parent.food.location.centery
            Sprite.update(self)
216.73.216.136
216.73.216.136
216.73.216.136
 
September 30, 2015


Edge of Life is a form I made with Babycastles and Mouth Arcade for an event in New York called Internet Yami-ichi, a flea market of internet-ish goods. We set up our table to look like a doctor's office and pharmacy and offered free examinations and medication prescriptions, a system described by one person as "a whole pharmacy and medical industrial complex".

Diagnoses were based on responses to the form and observations by our doctor during a short examination. The examination typically involved bizarre questions, toy torpedoes being thrown at people and a plastic bucket over the patient's head. The form combined ideas from Myers-Briggs Type Indicators, Codex Seraphinianus and chain-mail personality tests that tell you which TV show character you are. In our waiting room, we had Lake of Roaches installed in a stuffed bat (GIRP bat). It was really fun!

The icons for the food pyramid are from Maple Story and the gun icons are from the dingbat font Outgunned. I'm also using Outgunned to generate the items in Food Spring.