EVR.include("level/road/racer/flame/Graphic.js");
EVR.Level.Road.Racer.Flame = function(racer)
{
   this.racer = racer;
   this.last_show = false;
   this.last_speed = 0;
   this.palette = FLAME_PALETTE;
   this.addGraphics();
}
EVR.Level.Road.Racer.Flame.prototype.addGraphics = function()
{
   var graphics = [];
   var count = this.palette.length;
   for (var ii = 0; ii < count; ii++)
   {
      graphics.push(
	 new EVR.Level.Road.Racer.Flame.Graphic(
	    this.racer, this.palette[ii], ii + 1, count));
   }
   this.graphics = graphics;
}
EVR.Level.Road.Racer.Flame.prototype.update = function(show, speed)
{
   if (show != this.last_show || speed != this.last_speed)
   {
      var graphics = this.graphics;
      for (var ii = 0; ii < graphics.length; ii++)
      {
	 graphics[ii].display(show, speed);
      }
      this.last_show = show;
      this.last_speed = speed;
   }
}
EVR.Level.Road.Racer.Flame.prototype.draw = function()
{
   var graphics = this.graphics;
   for (var ii = 0; ii < graphics.length; ii++)
   {
      graphics[ii].draw();
   }
}
EVR.Level.Road.Racer.Flame.Graphic = function(racer, color, index, count)
{
   EVR.Graphic.call(this, racer.avatar, RATIO_HEIGHT);
   this.racer = racer;
   this.color = color;
   this.index = index;
   this.count = count;
   this.last_offset = 0;
   this.width = FLAME_GRAPHIC_WIDTH;
   this.initializeAttributes();
   this.append();
}
EVR.Level.Road.Racer.Flame.Graphic.prototype = new EVR.Graphic;
EVR.Level.Road.Racer.Flame.Graphic.prototype.initializeAttributes = function()
{
   this.set_proportions(0, 1);
   this.set_color(this.color);
   var max = this.count + 1;
   this.set_opacity((max  - this.index) * (1 / max));
}
EVR.Level.Road.Racer.Flame.Graphic.prototype.display = function(show, speed)
{
   if (show)
   {
      var width = this.width;
      var offset = this.index * width;
      this.set_proportions(width);
      this.shape();
      this.place(-offset);
   }
   else
   {
      this.set_proportions(0);
      this.shape();
      this.place(0);
   }
}
EVR.include("level/road/racer/player/Painter.js");

EVR.Level.Road.Racer.Player = function(container, level)
{
   EVR.Level.Road.Racer.call(this, container, level);
   this.initialize_avatar();
   this.set_step();
   this.place();
   this.update_dimensions();
   this.painter = new EVR.Level.Road.Racer.Player.Painter(
      this.avatar, level.beams);
}

EVR.Level.Road.Racer.Player.prototype = new EVR.Level.Road.Racer;

EVR.Level.Road.Racer.Player.prototype.initialize_avatar = function()
{
   EVR.Level.Road.Racer.prototype.initialize_avatar.call(this);
   this.flame = new EVR.Level.Road.Racer.Flame(this);
   this.flash = new EVR.Level.Road.Racer.Flash(this);
//    this.avatar.set_opacity(PLAYER_OPACITY);
}

EVR.Level.Road.Racer.Player.prototype.add_color = function(index, expected)
{
   this.painter.add_color(index, expected);
}

EVR.Level.Road.Racer.Player.prototype.draw = function()
{
   EVR.Level.Road.Racer.prototype.draw.call(this);
   this.flame.draw();
   this.flash.draw();
}

EVR.Level.Road.Racer.Player.prototype.remove = function()
{
   EVR.Level.Road.Racer.prototype.remove.call(this);
   // this.flash.strip.removeCachedStrip();
}

EVR.Level.Road.Racer.Player.prototype.toString = function()
{
   return "[object EVR.Level.Road.Racer.Player]";
}
EVR.Level.Road.Racer.Player.Painter = function(avatar, colors)
{
   this.avatar = avatar;
   this.histogram = [];
   this.set_palette(colors);
   this.initialize_histogram();
}
EVR.Level.Road.Racer.Player.Painter.prototype.set_palette = function(colors)
{
   var palette = [];
   for (var ii = 0, len = colors.length; ii < len; ii++)
   {
      palette.push(new EVR.Color(colors[ii]));
   }
   this.palette = palette;
}
EVR.Level.Road.Racer.Player.Painter.prototype.initialize_histogram = function()
{
   var palette = this.palette;
   var histogram = [];
   for (var ii = 0, len = palette.length; ii < len; ii++)
   {
      histogram.push([0, 0]);
   }
   this.histogram = histogram;
}
EVR.Level.Road.Racer.Player.Painter.prototype.add_color = function(
   index, expected)
{
   this.histogram[index][0]++;
   this.histogram[expected][1]++;
   this.paint(this.blend());
}
EVR.Level.Road.Racer.Player.Painter.prototype.blend = function(index)
{
   var index = index || 0;
   var histogram = this.histogram;
   var palette = this.palette;
   var greatest = this.find_greatest_frequency(index);
   var color, count, proportion, blend = [0, 0, 0];
   for (var ii = 0, len = histogram.length; ii < len; ii++)
   {
      color = palette[ii];
      count = histogram[ii][index];
      proportion = count / greatest;
      blend[0] = Math.max(blend[0], proportion * color.rgb[0]);
      blend[1] = Math.max(blend[1], proportion * color.rgb[1]);
      blend[2] = Math.max(blend[2], proportion * color.rgb[2]);
   }
   return new EVR.Color(blend);
}
EVR.Level.Road.Racer.Player.Painter.prototype.find_greatest_frequency =
   function(index)
{
   var histogram = this.histogram;
   var color, max = 0;
   for (var ii = 0, len = histogram.length; ii < len; ii++)
   {
      frequency = histogram[ii][index];
      if (frequency > max)
      {
	 max = frequency;
      }
   }
   return max;
}
EVR.Level.Road.Racer.Player.Painter.prototype.paint = function(color)
{
   var color = color.get_string();
   this.avatar.set_color(color);
}
EVR.Level.Road.Racer.Player.Painter.prototype.toString = function()
{
   return "[object EVR.Level.Road.Racer.Player.Painter]";
}
3.84.186.122
3.84.186.122
3.84.186.122
 
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.


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