EVR.Animation.Ending.Corpse.Soul = function(corpse)
{
   EVR.Graphic.call(this, corpse.container, RATIO_WIDTH, null, ALIGN_CENTER);
   EVR.Animation.call(this, SOUL_FRAME_RATE);
   this.corpse = corpse;
   this.colors = TRANSMISSION_COLORS;
   this.color_index = 0;
   this.update_meter = 0;
   this.growth_finished = false;
   this.set_attributes();
}
EVR.Animation.Ending.Corpse.Soul.prototype = new EVR.Graphic;
EVR.inherit(EVR.Animation.Ending.Corpse.Soul, EVR.Animation);
EVR.Animation.Ending.Corpse.Soul.prototype.set_attributes = function()
{
   this.set_z(SOUL_Z_INDEX);
   this.set_proportions(0, SOUL_HEIGHT);
}
EVR.Animation.Ending.Corpse.Soul.prototype.sequence = function()
{
   this.advance_color_index();
   this.set_color(this.colors[this.color_index]);
   var dimensions  = this.get_dimensions(true);
   var width = dimensions[0] || .005;
   if (width < 1 || dimensions[1] < 1)
   {
      var growth_factor = width * SOUL_ZOOM_STEP;
      this.grow(growth_factor);
   }
   else if (!this.growth_finished)
   {
      var current = this;
      var ending = this.corpse.ending;
      window.setTimeout(
	 function()
	 {
	    ending.reset();
	    ending.draw();
	    ending.display_message();
	    ending.finished = true;
	    current.stop();
	 }, ENDING_MESSAGE_DELAY);
      this.growth_finished = true;
   }
}
EVR.Animation.Ending.Corpse.Soul.prototype.advance_color_index = function()
{
   this.advance_update_meter();
   if (this.update_meter == 0)
   {
      var index = this.color_index;
      if (++index >= this.colors.length)
      {
	 index = 0;
      }
      this.color_index = index;
   }
}
EVR.Animation.Ending.Corpse.Soul.prototype.advance_update_meter = function()
{
   var meter = this.update_meter;
   if (++meter >= SOUL_UPDATE_METER_LIMIT)
   {
      meter = 0;
   }
   this.update_meter = meter;
}
EVR.Animation.Ending.Corpse.Soul.prototype.reset = function()
{
   this.growth_finished = false;
   this.set_proportions(0, SOUL_HEIGHT);
}
EVR.Animation.Ending.Corpse.Soul.prototype.toString = function()
{
   return "[object EVR.Animation.Ending.Corpse.Soul]";
}
EVR.include("animation/ending/rainbow/Band.js");
EVR.Animation.Ending.Rainbow = function(ending)
{
   EVR.Animation.call(this, RAINBOW_FRAME_RATE);
   this.ending = ending;
   this.container = ending.container;
   this.tombstone = ending.tombstone;
   this.set_width();
   this.add_bands();
}
EVR.Animation.Ending.Rainbow.prototype = new EVR.Animation;
EVR.Animation.Ending.Rainbow.prototype.set_width = function()
{
   var container_dimensions = this.container.get_dimensions();
   this.width = (
      container_dimensions[1] * TOMBSTONE_HEIGHT * TOMBSTONE_WIDTH) /
      container_dimensions[0];
}
EVR.Animation.Ending.Rainbow.prototype.add_bands = function()
{
   var colors = TRANSMISSION_COLORS;
   var bands = []
   for (var ii = 0; ii < colors.length; ii++)
   {
      bands.push(new EVR.Animation.Ending.Rainbow.Band(this, ii));
   }
   this.bands = bands;
}
EVR.Animation.Ending.Rainbow.prototype.append = function()
{
   this.set_width();
   this.apply_to_bands("set_attributes");
   this.apply_to_bands("append");
}
EVR.Animation.Ending.Rainbow.prototype.apply_to_bands = function(method)
{
   var band, bands = this.bands;
   var args = Array.prototype.slice.call(arguments);
   for (var ii = 0; ii < bands.length; ii++)
   {
      band = bands[ii];
      band[method].apply(band, args.slice(1));
   }
}
EVR.Animation.Ending.Rainbow.prototype.sequence = function()
{
   this.apply_to_bands("grow", null, RAINBOW_STEP);
   var height = this.bands[0].get_dimensions(true)[1];
   if (height > 1)
   {
      var ending = this.ending;
      var family = ending.family;
      var delay = CORPSE_DELAY;
      this.stop();
      ending.corpse.play(null, delay);
      family.stop();
      family.play("jump", delay + FAMILY_JUMP_DELAY);
   }
}
EVR.Animation.Ending.Rainbow.prototype.draw = function()
{
   this.apply_to_bands("draw");
}
EVR.Animation.Ending.Rainbow.prototype.reset = function()
{
   this.apply_to_bands("set_proportions", null, 0);
}
EVR.Animation.Ending.Rainbow.prototype.remove = function()
{
   this.apply_to_bands("remove");
}
EVR.Animation.Ending.Rainbow.prototype.toString = function()
{
   return "[object EVR.Animation.Ending.Rainbow]";
}
EVR.Animation.Ending.Rainbow.Band = function(rainbow, index)
{
   EVR.Graphic.call(
      this, rainbow.container, null, rainbow.tombstone, ALIGN_BOTTOM_LEFT);
   this.rainbow = rainbow;
   this.index = index;
   this.palette = TRANSMISSION_COLORS;
   this.set_attributes();
}
EVR.Animation.Ending.Rainbow.Band.prototype = new EVR.Graphic;
EVR.Animation.Ending.Rainbow.Band.prototype.set_attributes = function()
{
   var palette = this.palette;
   var color = palette[this.index];
   var count = palette.length;
   var width = this.rainbow.width / count;
   var offset = this.index * width;
   this.set_color(color);
   this.set_proportions(width, 0);
   this.set_z(RAINBOW_Z_INDEX);
   this.set_opacity(RAINBOW_OPACITY);
   this.place(offset, .01);
}
EVR.Animation.Ending.Rainbow.Band.prototype.toString = function()
{
   return "[object EVR.Animation.Ending.Rainbow.Band]";
}
EVR.Animation.Fader = function(component, end, rate, length, repeat)
{
   EVR.Animation.call(this, rate);
   this.component = component;
   this.length = length;
   this.repeat = repeat || false;
   this.elapsed = 0;
   this.set_path(end)
}
EVR.Animation.Fader.prototype = new EVR.Animation;
EVR.Animation.Fader.prototype.set_path = function(end)
{
   this.elapsed = 0;
   this.set_range(end);
   this.set_deltas();
}
EVR.Animation.Fader.prototype.set_range = function(end)
{
   var start = new EVR.Color(this.component.get_color());
   this.current = new EVR.Color(this.component.get_color());
   if (typeof end == "string")
   {
      end = new EVR.Color(end);
   }
   this.range = [start, end];
}
EVR.Animation.Fader.prototype.set_deltas = function()
{
   var start = this.range[0];
   var end = this.range[1];
   this.deltas = [];
   this.deltas.push(this.calculate_delta(start.rgb[0], end.rgb[0]));
   this.deltas.push(this.calculate_delta(start.rgb[1], end.rgb[1]));
   this.deltas.push(this.calculate_delta(start.rgb[2], end.rgb[2]));
}
EVR.Animation.Fader.prototype.calculate_delta = function(start, end)
{
   return (end - start) / (this.length / this.rate);
}
EVR.Animation.Fader.prototype.sequence = function()
{
   this.current.rgb[0] += this.deltas[0];
   this.current.rgb[1] += this.deltas[1];
   this.current.rgb[2] += this.deltas[2];
   this.component.set_color(this.current.get_string());
   this.elapsed += this.rate;
   if (this.elapsed >= this.length)
   {
      this.component.set_color(this.range[1].get_string());
      if (this.repeat)
      {
	 this.set_path(this.range[0]);
      }
      else
      {
	 this.stop();
      }
   }
}
EVR.Animation.Fader.prototype.toString = function()
{
   return "[object EVR.Animation.Fader]";
}
3.225.221.130
3.225.221.130
3.225.221.130
 
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.