EVR.include("animation/effects/Scroller.js");
EVR.include("animation/effects/Fader.js");
EVR.include("animation/introduction/Introduction.js");
EVR.include("animation/ending/Ending.js");

EVR.Animation = function(rate, skip_frames, buffer)
{
   this.rate = rate;
   this.playing = false;
   this.deviation = 0;
   this.skip_frames = skip_frames || false;
   this.buffer = buffer || false;
}

EVR.Animation.prototype.play = function(method_name, delay)
{
   if (method_name == null)
   {
      method_name = DEFAULT_ANIMATION_METHOD_NAME;
   }
   var parameters = this.extract_parameters(arguments);
   var current = this;
   this.reset_last_ms(delay);
   this.interval = window.setTimeout(
      function()
      {
	 current.playing = true;
	 current.loop(method_name, parameters);
      }, delay);
}

EVR.Animation.prototype.reset_last_ms = function(delay)
{
   if (this.skip_frames)
   {
      this.last_ms = +new Date - this.rate;
      if (delay)
      {
	 this.last_ms += delay;
      }
   }
}

EVR.Animation.prototype.loop = function(method_name, parameters)
{
   var frames = 1;
   if (this.skip_frames)
   {
      frames += this.measure_deviation();
   }
   var current = this;
   for (var ii = 0; ii < frames; ii++)
   {
      current[method_name].apply(current, parameters);
   }
   if (this.playing)
   {
      this.interval = window.setTimeout(
	 function()
	 {
	    current.loop(method_name, parameters);
	 }, this.rate - this.buffer);
   }
}

EVR.Animation.prototype.measure_deviation = function()
{
   var count = 0;
   var time = +new Date;
   var difference = time - this.last_ms;
   var overflow = difference - this.rate;
   this.deviation += overflow;
   this.last_ms = time;
   if (this.deviation < -this.rate)
   {
      this.deviation += this.rate;
      count--;
   }
   else
   {
      while (this.deviation > this.rate)
      {
	 this.deviation -= this.rate;
	 count++;
      }
   }
   return count;
}

EVR.Animation.prototype.stop = function()
{
   window.clearInterval(this.interval);
   this.playing = false;
}

EVR.Animation.prototype.extract_parameters = function(list)
{
   if (list.length > 2)
   {
      list = Array.prototype.slice.call(list);
      return list.slice(2);
   }
   return [null];
}

EVR.Animation.prototype.toggle = function()
{
   if (this.playing)
   {
      this.stop();
   }
   else
   {
      this.play();
   }
}

EVR.Animation.prototype.toString = function()
{
   return "[object EVR.Animation]";
}
EVR.include("animation/ending/tombstone/Tombstone.js");
EVR.include("animation/ending/family/Family.js");
EVR.include("animation/ending/rainbow/Rainbow.js");
EVR.include("animation/ending/corpse/Corpse.js");
EVR.include("animation/ending/message/Message.js");
EVR.Animation.Ending = function(evr)
{
   this.evr = evr;
   this.container = evr.field;
   this.set_y_offset();
   this.add_children();
   this.playing = false;
   this.visible = false;
   this.finished = false;
}
EVR.Animation.Ending.prototype.set_y_offset = function()
{
   this.y_offset = -this.container.ground.get_dimensions(true)[1];
}
EVR.Animation.Ending.prototype.add_children = function()
{
   this.tombstone = new EVR.Animation.Ending.Tombstone(this);
   this.family  = new EVR.Animation.Ending.Family(this);
   this.rainbow = new EVR.Animation.Ending.Rainbow(this);
   this.corpse = new EVR.Animation.Ending.Corpse(this);
   this.message = new EVR.Animation.Ending.Message(this);
}
EVR.Animation.Ending.prototype.play = function()
{
   if (!this.playing)
   {
      var field = this.evr.field;
      field.stop_trees();
      field.set_color(ENDING_BACKGROUND);
      this.tombstone.append();
      this.family.append();
      this.rainbow.append();
      this.corpse.append();
      this.visible = true;
   }
   this.family.play();
   this.rainbow.play(null, RAINBOW_DELAY);
   this.playing = true;
}
EVR.Animation.Ending.prototype.display_message = function()
{
   if (this.playing)
   {
      this.message.append();
   }
}
EVR.Animation.Ending.prototype.stop = function()
{
   this.family.stop();
   this.rainbow.stop();
   this.corpse.stop();
   this.corpse.soul.stop();
   this.playing = false;
}
EVR.Animation.Ending.prototype.reset = function()
{
   this.rainbow.reset();
   this.family.reset();
   this.corpse.reset();
   this.message.remove();
}
EVR.Animation.Ending.prototype.clear = function()
{
   this.stop();
   this.reset();
   var field = this.evr.field;
   this.remove_children();
   field.start_trees();
   field.set_color(FIELD_COLORS[0]);
   this.finished = false;
   this.visible = false;
}
EVR.Animation.Ending.prototype.remove_children = function()
{
   this.tombstone.remove();
   this.family.remove();
   this.rainbow.remove();
   this.corpse.remove();
}
EVR.Animation.Ending.prototype.draw = function()
{
   if (this.visible)
   {
      this.tombstone.draw();
      this.family.draw();
      this.rainbow.draw();
      this.corpse.draw();
      this.message.draw();
   }
}
EVR.Animation.Ending.prototype.toString = function()
{
   return "[object EVR.Animation.Ending]";
}
3.239.119.159
3.239.119.159
3.239.119.159
 
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