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]";
}
3.16.78.90
3.16.78.90
3.16.78.90
 
November 10, 2013


Food Spring - Watermelon Stage

Getting the fruit as far as possible is the object of each level, collecting bigger, more valuable guns. The final result is determined by the size of the fruits' collection when the monkey arrives in North America and either survives or perishes in the fruits' attack.

Watermelon Peach
Pineapple Grapes