EVR.include("animation/ending/family/Member.js");
EVR.Animation.Ending.Family = function(ending)
{
   this.ending = ending;
   this.tombstone = ending.tombstone;
   this.container = ending.container;
   this.add_members();
}
EVR.Animation.Ending.Family.prototype.add_members = function()
{
   var attributes = FAMILY_ATTRIBUTES;
   var members = [];
   for (var ii = 0; ii < attributes.length; ii++)
   {
      members.push(
	 new EVR.Animation.Ending.Family.Member(this, attributes[ii]));
   }
   this.members = members;
}
EVR.Animation.Ending.Family.prototype.append = function()
{
   this.apply_to_members("append");
}
EVR.Animation.Ending.Family.prototype.apply_to_members = function(method)
{
   var member, members = this.members;
   var args = Array.prototype.slice.call(arguments);
   for (var ii = 0; ii < members.length; ii++)
   {
      member = members[ii];
      member[method].apply(member, args.slice(1));
   }
}
EVR.Animation.Ending.Family.prototype.play = function(name, delay)
{
   this.apply_to_members("play", name, delay);
}
EVR.Animation.Ending.Family.prototype.stop = function()
{
   this.apply_to_members("stop");
}
EVR.Animation.Ending.Family.prototype.reset = function()
{
   this.apply_to_members("reset");
}
EVR.Animation.Ending.Family.prototype.draw = function()
{
   this.apply_to_members("draw");
}
EVR.Animation.Ending.Family.prototype.remove = function()
{
   this.apply_to_members("remove");
}
EVR.Animation.Ending.Family.prototype.toString = function()
{
   return "[object EVR.Animation.Ending.Family]";
}
EVR.Animation.Ending.Family.Member = function(family, attributes)
{
   EVR.Animation.call(this, FAMILY_FRAME_RATE);
   this.attributes = attributes;
   this.step = FAMILY_STEP;
   this.jump_step = FAMILY_JUMP_STEP;
   this.shifted = false;
   this.avatar = new EVR.Emoticon(family.container, family.tombstone);
   this.set_attributes();
   this.remove();
}
EVR.Animation.Ending.Family.Member.prototype = new EVR.Animation;
EVR.Animation.Ending.Family.Member.prototype.set_attributes = function()
{
   var attributes = this.attributes;
   var size = attributes[0];
   var offset = attributes[1];
   var color = attributes[2];
   var avatar = this.avatar;
   avatar.set_proportions(1, size);
   avatar.place(offset, 0);
   avatar.set_color(color);
}
EVR.Animation.Ending.Family.Member.prototype.remove = function()
{
   this.avatar.remove();
}
EVR.Animation.Ending.Family.Member.prototype.append = function()
{
   this.avatar.append();
}
EVR.Animation.Ending.Family.Member.prototype.sequence = function()
{
   var avatar = this.avatar;
   if (this.shifted)
   {
      avatar.move(-this.step);
      this.shifted = false;
   }
   if (Math.random() < FAMILY_SHIFT_PROBABILITY)
   {
      avatar.move(this.step);
      this.shifted = true;
   }
}
EVR.Animation.Ending.Family.Member.prototype.jump = function()
{
   var avatar = this.avatar;
   var returned = false;
   if (this.jumped)
   {
      avatar.move(null, -this.jump_step);
      this.jumped = false;
      returned = true;
   }
   if (!returned && Math.random() < FAMILY_JUMP_PROBABILITY)
   {
      avatar.move(null, this.jump_step);
      this.jumped = true;
   }
}
EVR.Animation.Ending.Family.Member.prototype.reset = function()
{
   var avatar = this.avatar;
   if (this.jumped)
   {
      avatar.move(null, -this.jump_step);
      this.jumped = false;
   }
   if (this.shifted)
   {
      avatar.move(-this.step);
      this.shifted = false;
   }
}   
EVR.Animation.Ending.Family.Member.prototype.draw = function()
{
   this.avatar.draw();
}
EVR.Animation.Ending.Family.Member.prototype.toString = function()
{
   return "[object EVR.Animation.Ending.Family.Member]";
}
EVR.include("animation/ending/corpse/Soul.js");
EVR.Animation.Ending.Corpse = function(ending)
{
   EVR.Animation.call(this, CORPSE_FRAME_RATE);
   this.ending = ending;
   this.container = ending.container;
   this.add_children();
   this.set_attributes();
   this.place_offscreen();
}
EVR.Animation.Ending.Corpse.prototype = new EVR.Animation;
EVR.Animation.Ending.Corpse.prototype.add_children = function()
{
   this.soul = new EVR.Animation.Ending.Corpse.Soul(this);
   this.add_avatar();
}
EVR.Animation.Ending.Corpse.prototype.add_avatar = function()
{
   var ending = this.ending;
   var avatar = new EVR.Emoticon(ending.container, ending.tombstone, ALIGN_TOP);
//    avatar.ratio_type = RATIO_WIDTH;
   avatar.remove();
   this.avatar = avatar;
}
EVR.Animation.Ending.Corpse.prototype.set_attributes = function()
{
   var avatar = this.avatar;
   avatar.set_proportions(1, CORPSE_HEIGHT);
   avatar.set_z(CORPSE_Z_INDEX);
}
EVR.Animation.Ending.Corpse.prototype.reset = function()
{
   var avatar = this.avatar;
   avatar.set_proportions(1, CORPSE_HEIGHT);
   avatar.set_z(CORPSE_Z_INDEX);
   this.place_offscreen();
   this.soul.reset();
}
EVR.Animation.Ending.Corpse.prototype.place_offscreen = function()
{
   this.avatar.place(0, .1);
}
EVR.Animation.Ending.Corpse.prototype.append = function()
{
   this.avatar.append();
   this.soul.append();
}
EVR.Animation.Ending.Corpse.prototype.sequence = function()
{
   var avatar = this.avatar;
   avatar.move(null, CORPSE_STEP);
   var y = avatar.get_coordinates(true)[1] + avatar.get_dimensions(true)[1];
   if (y < 0)
   {
      this.stop();
      avatar.set_z(CORPSE_ZOOM_Z_INDEX);
      this.play("zoom", CORPSE_ZOOM_DELAY);
   }
}
EVR.Animation.Ending.Corpse.prototype.zoom = function()
{
   var avatar = this.avatar;
   avatar.grow(avatar.get_dimensions(true)[1] * CORPSE_ZOOM_RATE);
   var coordinates = avatar.get_coordinates(true);
   var size = avatar.get_dimensions(true);
   if (size[1] > .8 && !this.soul.playing)
   {
      this.soul.play();
   }
   if (size[1] > 1000)
   {
      this.stop();
   }
   var eye_offset = CORPSE_EYE_OFFSET;
   var offset = [size[0] * eye_offset[0], size[1] * eye_offset[1]];
   var eye_coordinates = 
      [coordinates[0] + offset[0], coordinates[1] + offset[1]];
   var endpoint = CORPSE_ZOOM_ENDPOINT;
   var step = CORPSE_ZOOM_STEP;
   var x = (endpoint[0] - eye_coordinates[0]) * step;
   var y = (endpoint[1] - eye_coordinates[1]) * step;
   avatar.move(x, y);
}
EVR.Animation.Ending.Corpse.prototype.draw = function()
{
   this.avatar.draw();
   this.soul.draw();
}
EVR.Animation.Ending.Corpse.prototype.remove = function()
{
   this.avatar.remove();
   this.soul.remove();
}
EVR.Animation.Ending.Corpse.prototype.toString = function()
{
   return "[object EVR.Animation.Ending.Corpse]";
}
54.224.150.24
54.224.150.24
54.224.150.24
 
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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