EVR.Level.Prompt = function(level)
{
   this.level = level;
   this.initialize();
   this.append();
}
EVR.Level.Prompt.prototype = new EVR.Prompt;
EVR.Level.Prompt.prototype.initialize = function()
{
   var container = this.level.container;
   var text = LEVEL_START_PROMPT_TEXT;
   var color = LEVEL_PROMPT_COLOR;
   var size = LEVEL_PROMPT_SIZE;
   var background = LEVEL_PROMPT_BACKGROUND;
   var depth = LEVEL_PROMPT_DEPTH;
   var offset = [null, ROAD_OFFSET];
   EVR.Prompt.call(
      this, container, text, color, size, background, depth, null, offset);
}
EVR.Level.Prompt.prototype.set_finish_text = function()
{
   var level = this.level;
   var text = LEVEL_FINISHED_PROMPT_TEXT;
   if (level.id == LEVEL_LIMIT && level.is_clear())
   {
      text += ", " + LEVEL_VIEW_ENDING_PROMPT_TEXT;
   }
   else if (level.next_level_is_available())
   {
      text = LEVEL_CLEAR_PROMPT_TEXT;
   }
   this.set_text(text);
}
EVR.Level.Prompt.prototype.toggle = function()
{
   var attached = this.attached;
   attached && this.remove();
   !attached && this.append();
}
EVR.Level.Prompt.prototype.toString = function()
{
   return "[object EVR.Level.Prompt]";
}
EVR.include("level/cheers/marquee/Marquee.js");
EVR.Level.Cheers = function(level)
{
   EVR.Graphic.call(this, level.container, null, null, ALIGN_TOP);
   EVR.Animation.call(this, CHEERS_ANIMATION_RATE);
   this.level = level;
   this.cheer_texts = CHEERS_TEXTS;
   this.boost_bounds = [CHEERS_MIN_BOOST_LENGTH, CHEERS_MAX_BOOST_LENGTH];
   this.drag_threshold = CHEERS_DRAG_THRESHOLD;
   this.step = CHEERS_SCROLL_STEP;
   this.delay = CHEERS_SCROLL_DELAY;
   this.last_time = null;
   this.boost_length = null;
   this.drag_length = null;
   this.scrolling = false;
   this.setAttributes();
   this.append();
   this.background = new EVR.Level.Cheers.Marquee(
      this, CHEERS_SHADOW_COLOR_OFFSET, CHEERS_SHADOW_OFFSET,
      CHEERS_SHADOW_OPACITY);
   this.foreground = new EVR.Level.Cheers.Marquee(
      this, null, null, CHEERS_FOREGROUND_Z_INDEX, CHEERS_FOREGROUND_OPACITY);
}
EVR.Level.Cheers.prototype = new EVR.Graphic;
EVR.inherit(EVR.Level.Cheers, EVR.Animation);
EVR.Level.Cheers.prototype.setAttributes = function()
{
   this.set_proportions(CHEERS_MARQUEE_WIDTH, CHEERS_MARQUEE_HEIGHT);
   this.place(0, CHEERS_MARQUEE_OFFSET);
   this.css.overflow = "hidden";
}
EVR.Level.Cheers.prototype.scroll = function()
{
   var marquee_length = this.calculateScrollLength();
   var width = this.get_dimensions()[0];
   var cutoff = -marquee_length + width * (1 - CHEERS_SCROLL_PADDING);
   this.scrolling = true;
   this.play(null, this.delay, cutoff);
}
EVR.Level.Cheers.prototype.calculateScrollLength = function()
{
   var length = 0;
   var glyphs = this.foreground.glyphs;
   for (var ii = 0; ii < glyphs.length; ii++)
   {
      length += glyphs[ii].offsetWidth;
   }
   return length;
}
EVR.Level.Cheers.prototype.sequence = function(cutoff)
{
   var step = this.step;
   var foreground = this.foreground;
   var background = this.background;
   var foreground_x = foreground.get_coordinates()[0] - step;
   var background_x = background.get_coordinates()[0] - step;
   if (background_x < cutoff)
   {
      foreground_x = 0;
      background_x = 0;
      this.stop();
      this.play(null, this.delay, cutoff);
   }
   foreground.set_coordinates([foreground_x]);
   background.set_coordinates([background_x]);
}
EVR.Level.Cheers.prototype.update = function(sprinting, speed)
{
   if (this.level.practice)
   {
      return;
   }
   var time = this.level.clock.time.get();
   var interval = time - this.last_time;
   this.last_time = time;
   this.updateBoostTimer(sprinting, speed, interval);
   this.updateDragTimer(sprinting, speed, interval);
}
EVR.Level.Cheers.prototype.updateBoostTimer =
   function(sprinting, speed, interval)
{
   if (sprinting && speed == PATH_SPRINT_SPEED)
   {
      this.boost_length += interval;
      if (this.boost_length >= this.boost_bounds[1])
      {
	 this.addCheer();
	 this.boost_length = 0;
      }
   }
   else if (this.boost_length != 0)
   {
      this.addCheer();
      this.boost_length = 0;
   }
}
EVR.Level.Cheers.prototype.addCheer = function()
{
   var length = this.boost_length;
   var bounds = this.boost_bounds;
   if (length >= bounds[0])
   {
      this.drag_length = 0;
      if (length > bounds[1])
      {
	 this.boost_length = bounds[1];
      }
      var cheer = this.determineCheerText();
      this.foreground.addCheer(cheer);
      this.background.addCheer(cheer);
   }
}
EVR.Level.Cheers.prototype.determineCheerText = function()
{
   var bounds = this.boost_bounds;
   var range = bounds[1] - bounds[0];
   var offset = this.boost_length - bounds[0];
   var texts = this.cheer_texts;
   var index = Math.round((texts.length - 1) * (offset / range));
   return texts[index];
}
EVR.Level.Cheers.prototype.updateDragTimer = 
   function(sprinting, speed, interval)
{
   if (speed < PATH_INITIAL_SPEED || (speed < PATH_SPRINT_SPEED && sprinting))
   {
      this.drag_length += interval;
      if (this.drag_length >= this.drag_threshold)
      {
	 this.addJeer();
	 this.drag_length = 0;
      }
   }
}
EVR.Level.Cheers.prototype.addJeer = function()
{
   this.foreground.addJeer();
   this.background.addJeer();
}
EVR.Level.Cheers.prototype.draw = function()
{
   EVR.Graphic.prototype.draw.call(this);
   if (!!this.foreground)
   {
      this.foreground.draw();
      this.background.draw();
   }
   if (this.scrolling)
   {
      this.stop();
      this.scroll();
   }
}
EVR.Level.Cheers.prototype.remove = function()
{
   EVR.Graphic.prototype.remove.call(this);
   if (!!this.foreground)
   {
      this.foreground.remove();
      this.background.remove();
   }
   if (this.scrolling)
   {
      this.stop();
      this.scrolling = false;
   }
}
EVR.Level.Cheers.prototype.toString = function()
{
   return "[object EVR.Level.Cheers]";
}
216.73.216.110
216.73.216.110
216.73.216.110
 
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.