EVR.Level.Road.Borders = function(container, level)
{
   this.container = container;
   this.background = level.background;
   this.height = ROAD_BORDER_WIDTH;
   this.build();
}
EVR.Level.Road.Borders.prototype.build = function()
{
   this.borders = [];
   this.borders.push(this.build_border(ALIGN_TOP, -this.height));
   this.borders.push(this.build_border(ALIGN_BOTTOM, this.height));
}
EVR.Level.Road.Borders.prototype.build_border = function(alignment, offset)
{
   var border = new EVR.Graphic(
      this.container, null, null, alignment, this.container.container);
   border.set_color(this.background);
   border.set_proportions(1, this.height);
   border.place(null, offset);
   border.append();
   return border;
}
EVR.Level.Road.Borders.prototype.draw = function()
{
   for (var ii = 0; ii < this.borders.length; ii++)
   {
      this.borders[ii].draw();
   }
}
EVR.Level.Road.Borders.prototype.get_dimensions = function(ratio)
{
   return this.borders[0].get_dimensions(ratio);
}
EVR.Level.Road.Borders.prototype.get_coordinates = function(ratio)
{
   return this.borders[0].get_coordinates(ratio);
}
EVR.Level.Road.Borders.prototype.toString = function()
{
   return "[object EVR.Level.Road.Borders]";
}
EVR.Level.Road.Racer.Ghost = function(container, level)
{
   EVR.Level.Road.Racer.call(this, container, level);
   this.initialize_avatar();
   this.set_step();
   this.update_dimensions();
   this.initialize_trail();
   this.lane = 0;
}
EVR.Level.Road.Racer.Ghost.prototype = new EVR.Level.Road.Racer;
EVR.Level.Road.Racer.Ghost.prototype.initialize_avatar = function()
{
   EVR.Level.Road.Racer.prototype.initialize_avatar.call(this);
   this.avatar.set_opacity(GHOST_OPACITY);
}
EVR.Level.Road.Racer.Ghost.prototype.initialize_trail = function()
{
   var trail = new EVR.Level.Road.Path.Trail(this.level);
   trail.load();
   this.index = 0;
   this.marker = trail[0];
   this.trail = trail;
}
EVR.Level.Road.Racer.Ghost.prototype.update =
   function(player_speed, rate, cluster)
{
   if (this.trail.trail.length > 0)
   {
      this.advance_marker();
      this.update_offset(player_speed, rate);
      if (cluster >= 0)
      {
	 this.update_map_indicator(cluster);
      }
      this.lane = this.marker.lane;
   }
   this.place();
}
EVR.Level.Road.Racer.Ghost.prototype.place = function()
{
   if (this.trail.trail.length > 0)
   {
      EVR.Level.Road.Racer.prototype.place.call(this);
   }
}
// fix offset during redraw
EVR.Level.Road.Racer.Ghost.prototype.advance_marker = function()
{
//    var time = this.level.clock.time.get();
//    var trail = this.trail.trail;
//    var index = this.index;
//    var limit = trail.length - 1;
//    var advanced = false;
//    while (index < limit && trail[index + 1].time < time)
//    {
//       advanced = true;
//       index++;
//    }
//    this.index = index;
//    this.marker = trail[index];
//    return advanced;
   var index = this.index + 1;
   var trail = this.trail.trail;
   if (index >= trail.length)
   {
      index--;
   }
   this.marker = trail[index];
   this.index = index;
}
EVR.Level.Road.Racer.Ghost.prototype.update_offset =
   function(player_speed, rate)
{
   var dimensions = this.container.get_dimensions();
   var ratio = dimensions[1] / dimensions[0];
   var difference = this.marker.speed - parseFloat(player_speed);
   this.offset += difference * ratio * rate;
}
EVR.Level.Road.Racer.Ghost.prototype.update_map_indicator =
   function(cluster_index)
{
   var road = this.container;
   var map = this.level.map;
   var racer_x = road.racer.get_coordinates()[0];
   var distance = racer_x - this.get_coordinates()[0];
   var direction = distance <= 0 ? 1 : -1;
   distance = Math.abs(distance);
   var items = road.path.items;
   var cluster = items[cluster_index];
   if (direction < 0)
   {
      var edge = cluster.get_coordinates()[0];
   }
   else
   {
      var edge = cluster.get_coordinates()[0] + cluster.get_dimensions()[0];
   }
   var difference = Math.abs(racer_x - edge);
   var remove = false;
   for (var ii = cluster_index; ii < items.length - 1 && ii > 0; ii += direction)
   {
      if (difference >= distance)
      {
	 break;
      }
      cluster = items[ii + direction];
      difference += cluster.get_dimensions()[0];
   }
   if (ii > 0 && ii < items.length - 1)
   {
      map.advance_ghost(ii - 1);
   }
}
EVR.Level.Road.Racer.Ghost.prototype.toString = function()
{
   return "[object EVR.Level.Road.Racer.Ghost]";
}
EVR.include("level/road/racer/player/Player.js");
EVR.include("level/road/racer/Ghost.js");
EVR.include("level/road/racer/flame/Flame.js");
EVR.include("level/road/racer/flash/Flash.js");
EVR.Level.Road.Racer = function(container, level)
{
   this.container = container;
   this.level = level;
   this.lane = 0;
}
EVR.Level.Road.Racer.prototype.initialize_avatar = function()
{
   var container = this.container;
   var avatar = new EVR.Emoticon(this.level.container);
   avatar.set_container(container);
   avatar.aligner.alignment = ALIGN_TOP_LEFT;
   avatar.set_proportions(1, container.beam_height);
   avatar.set_color();
   avatar.append();
   this.avatar = avatar;
   this.initialize_offset();
}
EVR.Level.Road.Racer.prototype.initialize_offset = function()
{
   var dimensions = this.avatar.container.get_dimensions();
   this.offset = dimensions[1] / dimensions[0] / PLAYER_OFFSET;
}
EVR.Level.Road.Racer.prototype.place = function()
{
   this.avatar.place(this.offset, this.step * this.lane);
}
EVR.Level.Road.Racer.prototype.set_step = function()
{
   var height = this.container.beam_height;
   var margin = this.container.margin;
   this.step = height + margin;
}
EVR.Level.Road.Racer.prototype.draw = function()
{
   this.place();
   this.avatar.draw();
   this.update_dimensions();
}
EVR.Level.Road.Racer.prototype.move = function(direction)
{
   var lane = this.lane + direction;
   var count = this.level.count_lanes();
   if (lane < 0)
   {
      this.lane = count - 1;
   }
   else if (lane >= count)
   {
      this.lane = 0;
   }
   else
   {
      this.lane = lane;
   }
   this.place();
}
EVR.Level.Road.Racer.prototype.update_dimensions = function()
{
   this.dimensions = this.avatar.get_dimensions();
}
EVR.Level.Road.Racer.prototype.get_dimensions = function(ratio)
{
   if (ratio == true)
   {
      return this.avatar.get_dimensions(true);
   }
   else
   {
      return this.dimensions;
   }
}
EVR.Level.Road.Racer.prototype.get_coordinates = function(ratio)
{
   return this.avatar.get_coordinates(ratio);
}
EVR.Level.Road.Racer.prototype.remove = function()
{
   this.avatar.remove();
}
EVR.Level.Road.Racer.prototype.toString = function()
{
   return "[object EVR.Level.Road.Racer]";
}
216.73.216.173
216.73.216.173
216.73.216.173
 
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.