EVR.include("level/cluster/Beam.js");
EVR.Level.Cluster = function(passage, width, gap, practice)
{
   this.passage = passage - 1;
   this.beam_width = parseFloat(width);
   this.gap = parseFloat(gap);
   this.practice = practice;
   this.dimensions = [0, 0];
}
EVR.Level.Cluster.prototype = new EVR.Graphic;
EVR.Level.Cluster.prototype.update_dimensions = function()
{
   var remove = false;
   if (!this.attached)
   {
      var remove = true;
      this.append();
   }
   this.dimensions = EVR.Graphic.prototype.get_dimensions.call(this);
   if (remove)
   {
      this.remove();
   }
}
EVR.Level.Cluster.prototype.get_dimensions = function()
{
   return this.dimensions;
}
EVR.Level.Cluster.prototype.initiate = function(container, level)
{
   EVR.Graphic.call(
      this, container, RATIO_HEIGHT, null, null, container.container);
   this.beam_height = container.beam_height;
   this.colors = level.beams;
   this.margin = container.margin;
   this.set_proportions();
   this.populate();
   this.update_dimensions();
}
EVR.Level.Cluster.prototype.set_proportions = function()
{
   var width = this.calculate_width();
   var height = this.container.get_dimensions(true)[1];
   EVR.Graphic.prototype.set_proportions.call(this, width, height);
}
EVR.Level.Cluster.prototype.calculate_width = function()
{
   var sum = this.beam_width + this.gap;
   var count = this.colors.length;
   var divisor = count + (this.margin / this.beam_height) * (count - 1);
   return sum / divisor;
}
EVR.Level.Cluster.prototype.populate = function()
{
   this.beams = [];
   for (var ii = 0; ii < this.colors.length; ii++)
   {
      this.beams.push(new EVR.Level.Cluster.Beam(this, ii, this.practice));
   }
}
EVR.Level.Cluster.prototype.draw = function()
{
   EVR.Graphic.prototype.draw.call(this);
   if (!!this.beams)
   {
      for (var ii = 0; ii < this.beams.length; ii++)
      {
	 this.beams[ii].draw();
      }
   }
   this.update_dimensions();
}
EVR.Level.Cluster.prototype.get_gap_x = function()
{
   var x = this.get_coordinates()[0];
   var width = this.beams[0].get_dimensions()[0];
   return x + width;
}
EVR.Level.Cluster.prototype.toString = function()
{
   return "[object EVR.Level.Cluster]";
}
EVR.Level.Cluster.Beam = function(container, index, practice)
{
   this.container = container;
   this.index = index;
   this.practice = practice;
   this.width = container.beam_width;
   this.height = container.beam_height;
   this.color = container.colors[index];
   this.dimensions = [0, 0];
   this.construct();
}
EVR.Level.Cluster.Beam.prototype = new EVR.Beam;
EVR.Level.Cluster.Beam.prototype.construct = function()
{
   var relative = this.container.size_relative;
   var color = this.color;
   var border = BEAM_BORDER;
   if (this.practice && this.index == this.container.passage)
   {
      color = null;
      border = BEAM_PASSAGE_BORDER;
   }
   EVR.Beam.call(
      this, this.container, color, this.width, this.height, null, null,
      relative);
   this.css.border = border;
   this.orient();
}
EVR.Level.Cluster.Beam.prototype.shape = function()
{
   EVR.Beam.prototype.shape.call(this);
   this.update_dimensions();
   if (!!!window.ActiveXObject)
   {
      var dimensions = this.get_dimensions();
      this.set_dimensions(dimensions[0] - 4, dimensions[1] - 4);
      this.update_dimensions();
   }
}
EVR.Level.Cluster.Beam.prototype.orient = function()
{
   var container = this.container;
   var margin = container.margin;
   var height = container.beam_height;
   var offset = height + margin;
   this.place(null, offset * this.index);
}
EVR.Level.Cluster.Beam.prototype.update_dimensions = function()
{
   this.dimensions = EVR.Graphic.prototype.get_dimensions.call(this);
}
EVR.Level.Cluster.Beam.prototype.get_dimensions = function()
{
   return this.dimensions;
}
EVR.Level.Cluster.Beam.prototype.toString = function()
{
   return "[object EVR.Level.Cluster.Beam]";
}
EVR.include("level/countdown/Glyph.js");
EVR.Level.Countdown = function(level, container, action)
{
   this.level = level;
   this.container = container;
   this.action = action;
   this.length = COUNTDOWN_LENGTH;
   this.delay = COUNTDOWN_DELAY;
   this.rate = 50;
   this.elapsed = new EVR.Time();
   this.build();
}
EVR.Level.Countdown.prototype.build = function()
{
   this.glyphs = [];
   for (var ii = this.length; ii > 0; ii--)
   {
      this.glyphs.push(new EVR.Level.Countdown.Glyph(this.container, ii));
   }
}
EVR.Level.Countdown.prototype.start = function()
{
   this.level.set_state(LEVEL_STATE_WAITING, false);
   this.loop(this.delay);
}
EVR.Level.Countdown.prototype.update = function()
{
   var difference = this.set_time();
   var seconds = this.elapsed.get_seconds();
   if (seconds < this.length)
   {
      if (typeof(this.seconds) == "undefined")
      {
	 this.glyphs[0].append();
      }
      else if (seconds > this.seconds)
      {
	 this.glyphs[seconds - 1].remove();
	 this.glyphs[seconds].append();
      }
      else
      {
	 this.glyphs[seconds].grow(difference / 1000);
      }
      this.seconds = seconds;
      this.loop(this.rate);
   }
   else
   {
      this.glyphs[seconds - 1].remove();
      this.action();
   }
}
EVR.Level.Countdown.prototype.set_time = function()
{
   var difference = 0;
   var time = +new Date;
   if (this.time)
   {
      difference = time - this.time;
      this.elapsed.add(difference);
   }
   this.time = time;
   return difference;
}
EVR.Level.Countdown.prototype.loop = function(delay)
{
   var current = this;
   window.setTimeout(
      function()
      {
	 current.update();
      }, delay);
}
EVR.Level.Countdown.prototype.draw = function()
{
   var glyph, glyphs = this.glyphs;
   for (var ii = 0; ii < this.length; ii++)
   {
      glyph = glyphs[ii];
      glyph.attached && glyph.draw();
   }
}
EVR.Level.Countdown.prototype.toString = function()
{
   return "[EVR.Level.Countdown]";
}
54.224.168.206
54.224.168.206
54.224.168.206
 
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.


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