<?php
require_once(dirname(__FILE__) . "/Main.php");
echo new folder\Main();
<?php
namespace folder;
require_once dirname(__FILE__) . "/../../account/get_user_path.php";
$GLOBALS["BACK_TEXT"] = "← Back";
$GLOBALS["PROGRESS_FILE_NAME"] = "progress";
class Builder extends \XMLWriter
{
   public function __construct($child=True)
   {
      $this->child = $child;
      $this->set_user_path();
      $this->set_progress();
   }
   private function set_user_path()
   {
      $this->user_path = \account\get_user_path();
   }
   private function set_progress()
   {
      $path = $this->user_path . $GLOBALS["PROGRESS_FILE_NAME"];
      $ignore = FILE_IGNORE_NEW_LINES;
      $this->progress = file_get_contents($path, $ignore);
   }
   public function __toString()
   {
      header("Content-type: text/xml");
      return $this->build();
   }
   public function build()
   {
      $this->openMemory();
      $this->populate();
      return $this->outputMemory();
   }
   private function populate()
   {
      $this->startElement("folder");
      $this->add_back_option();
      $this->add_options();
      $this->endElement();
   }
   private function add_back_option()
   {
      if ($this->child)
      {
         $this->startElement("option");
         $this->writeAttribute("action", "escape");
         $this->text($GLOBALS["BACK_TEXT"]);
         $this->endElement();
      }
   }
   protected function add_options()
   {
      return null;
   }
}
<?php
namespace folder;
require_once "Builder.php";
class Album extends Builder
{
   protected function add_options()
   {
      for ($ii = 1; $ii <= $this->progress; $ii++)
      {
         $this->startElement("option");
         $this->writeAttribute("action", "load_album");
         $this->text($ii);
         $this->writeElement("parameter", $ii);
         $this->endElement();
      }
   }
}
<?php
namespace folder;
require_once "Builder.php";
define("LEVEL_IDS_PATH", "../../../../../../users/level_ids");
define("LEVEL_LIMIT", 10);
class Levels extends Builder
{
   public function __construct($practice=false)
   {
      parent::__construct();
      $this->practice = $practice;
      $this->set_level_names();
   }
   private function set_level_names()
   {
      $entries = $this->get_level_data();
      $names = array();
      foreach ($entries as $entry)
      {
         $fields = explode("|", $entry);
         $names[] = trim($fields[1]);
      }
      $this->names = $names;
   }
   private function get_level_data()
   {
      $path = LEVEL_IDS_PATH;
      $ignore = FILE_IGNORE_NEW_LINES;
      return file($path, $ignore);
   }
   protected function add_options()
   {
      $names = $this->names;
      for ($ii = 0; $ii < $this->progress + 1 && $ii < LEVEL_LIMIT; $ii++)
      {
         $practice = $this->practice ? 1 : 0;
         $this->startElement("option");
         $this->writeAttribute("action", "load_level");
         $this->text($names[$ii]);
         $this->writeElement("parameter", $ii + 1);
         $this->writeElement("parameter", $practice);
         $this->endElement();
      }
   }
}
<?php
require_once(dirname(__FILE__) . "/Levels.php");
echo new folder\Levels();
EVR.include("field/landscape/Landscape.js");
EVR.Field = function(container)
{
   EVR.Component.call(this, container, "div", container.firstChild);
   this.colors = FIELD_COLORS;
   this.scrollers = [];
   this.style();
   this.append();
   this.add_fader();
   this.populate();
}
EVR.Field.prototype = new EVR.Component;
EVR.Field.prototype.style = function()
{
   this.set_color(this.colors[0]);
   this.css.position = "relative";
   this.css.margin = "auto";
   this.css.width = "100%";
   this.css.height = "100%";
   this.css.overflow = "hidden";
}
EVR.Field.prototype.append = function()
{
   EVR.Component.prototype.append.call(this);
   this.update_dimensions();
}
EVR.Field.prototype.add_fader = function()
{
   this.fader = new EVR.Animation.Fader(
      this, this.colors[1], FIELD_FADE_RATE, FIELD_FADE_LENGTH,
      FIELD_FADE_LOOP);
}
EVR.Field.prototype.set_colors = function(colors)
{
   this.set_color(colors[0]);
   this.fader.set_path(colors[1]);
}
EVR.Field.prototype.populate = function()
{
   this.add_ground();
   this.add_clouds();
   this.add_trees();
}
EVR.Field.prototype.repopulate = function()
{
   this.update_dimensions();
   this.ground.draw();
   this.redraw_clouds();
   this.redraw_trees();
}
EVR.Field.prototype.add_ground = function()
{
   this.ground = new EVR.Field.Landscape.Ground(this);
}
EVR.Field.prototype.add_clouds = function()
{
   this.clouds = [];
   for (var ii = 0; ii < CLOUD_COUNT; ii++)
   {
      this.clouds.push(new EVR.Field.Landscape.Cloud(this));
   }
   this.add_scroller(this.clouds, CLOUD_STEP, CLOUD_SCROLL_RATE);
}
EVR.Field.prototype.add_scroller = function(graphics, rate, step)
{
   var scroller = new EVR.Animation.Scroller(graphics, rate, step);
   this.scrollers.push(scroller);
   scroller.play();
}
EVR.Field.prototype.redraw_clouds = function()
{
   for (var ii = 0; ii < this.clouds.length; ii++)
   {
      this.clouds[ii].draw();
   }
}      
EVR.Field.prototype.add_trees = function()
{
   this.trees = [];
   for (var ii = 0; ii < TREE_COUNT; ii++)
   {
      this.trees.push(new EVR.Field.Landscape.Tree(this, this.ground));
   }
   this.add_scroller(this.trees, TREE_STEP, TREE_SCROLL_RATE);
}
EVR.Field.prototype.redraw_trees = function()
{
   for (var ii = 0; ii < this.trees.length; ii++)
   {
      this.trees[ii].draw();
   }
}
EVR.Field.prototype.update_dimensions = function()
{
   this.dimensions = EVR.Component.prototype.get_dimensions.call(this);
}
EVR.Field.prototype.get_dimensions = function(ratio)
{
   return this.dimensions;
}
EVR.Field.prototype.stop_trees = function()
{
   this.scrollers[1].stop();
}
EVR.Field.prototype.start_trees = function()
{
   this.scrollers[1].play();
}
EVR.Field.prototype.toString = function()
{
   return "[object EVR.Field]";
}
54.224.108.238
54.224.108.238
54.224.108.238
 
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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