Psykek

Google's dinosaur game source

Feb 12th, 2019
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  1. <html>
  2.  
  3. <head>
  4. <title>T-Rex Game</title>
  5.   <script>
  6. src="https://apis.google.com/js/platform.js" async defer></script>
  7.  
  8.     <!--script type="text/javascript" src="a.js"></script-->
  9.     <script type="text/javascript">
  10.     function hideClass(name) {
  11.        var myClasses = document.querySelectorAll(name),
  12.       i = 0,
  13.       l = myClasses.length;
  14.  
  15.       for (i; i < l; i++) {
  16.         myClasses[i].style.display = 'none';
  17.       }
  18.     }
  19.     // Copyright (c) 2014 The Chromium Authors. All rights reserved.
  20.     // Use of this source code is governed by a BSD-style license that can be
  21.     // found in the LICENSE file.
  22.     (function() {
  23.     'use strict';
  24.     /**
  25.     * T-Rex runner.
  26.     * @param {string} outerContainerId Outer containing element id.
  27.     * @param {object} opt_config
  28.     * @constructor
  29.     * @export
  30.     */
  31.     function Runner(outerContainerId, opt_config) {
  32.     // Singleton
  33.     if (Runner.instance_) {
  34.     return Runner.instance_;
  35.     }
  36.     Runner.instance_ = this;
  37.     this.outerContainerEl = document.querySelector(outerContainerId);
  38.     this.containerEl = null;
  39.     this.detailsButton = this.outerContainerEl.querySelector('#details-button');
  40.     this.config = opt_config || Runner.config;
  41.     this.dimensions = Runner.defaultDimensions;
  42.     this.canvas = null;
  43.     this.canvasCtx = null;
  44.     this.tRex = null;
  45.     this.distanceMeter = null;
  46.     this.distanceRan = 0;
  47.     this.highestScore = 0;
  48.     this.time = 0;
  49.     this.runningTime = 0;
  50.     this.msPerFrame = 1000 / FPS;
  51.     this.currentSpeed = this.config.SPEED;
  52.     this.obstacles = [];
  53.     this.started = false;
  54.     this.activated = false;
  55.     this.crashed = false;
  56.     this.paused = false;
  57.     this.resizeTimerId_ = null;
  58.     this.playCount = 0;
  59.     // Sound FX.
  60.     this.audioBuffer = null;
  61.     this.soundFx = {};
  62.     // Global web audio context for playing sounds.
  63.     this.audioContext = null;
  64.     // Images.
  65.     this.images = {};
  66.     this.imagesLoaded = 0;
  67.     this.loadImages();
  68.     }
  69.     window['Runner'] = Runner;
  70.     /**
  71.     * Default game width.
  72.     * @const
  73.     */
  74.     var DEFAULT_WIDTH = 600;
  75.     /**
  76.     * Frames per second.
  77.     * @const
  78.     */
  79.     var FPS = 60;
  80.     /** @const */
  81.     var IS_HIDPI = window.devicePixelRatio > 1;
  82.     /** @const */
  83.     var IS_IOS =
  84.     window.navigator.userAgent.indexOf('UIWebViewForStaticFileContent') > -1;
  85.     /** @const */
  86.     var IS_MOBILE = window.navigator.userAgent.indexOf('Mobi') > -1 || IS_IOS;
  87.     /** @const */
  88.     var IS_TOUCH_ENABLED = 'ontouchstart' in window;
  89.     /**
  90.     * Default game configuration.
  91.     * @enum {number}
  92.     */
  93.     Runner.config = {
  94.     ACCELERATION: 0.001,
  95.     BG_CLOUD_SPEED: 0.2,
  96.     BOTTOM_PAD: 10,
  97.     CLEAR_TIME: 3000,
  98.     CLOUD_FREQUENCY: 0.5,
  99.     GAMEOVER_CLEAR_TIME: 750,
  100.     GAP_COEFFICIENT: 0.6,
  101.     GRAVITY: 0.6,
  102.     INITIAL_JUMP_VELOCITY: 12,
  103.     MAX_CLOUDS: 6,
  104.     MAX_OBSTACLE_LENGTH: 3,
  105.     MAX_SPEED: 12,
  106.     MIN_JUMP_HEIGHT: 35,
  107.     MOBILE_SPEED_COEFFICIENT: 1.2,
  108.     RESOURCE_TEMPLATE_ID: 'audio-resources',
  109.     SPEED: 6,
  110.     SPEED_DROP_COEFFICIENT: 3
  111.     };
  112.     /**
  113.     * Default dimensions.
  114.     * @enum {string}
  115.     */
  116.     Runner.defaultDimensions = {
  117.     WIDTH: DEFAULT_WIDTH,
  118.     HEIGHT: 150
  119.     };
  120.     /**
  121.     * CSS class names.
  122.     * @enum {string}
  123.     */
  124.     Runner.classes = {
  125.     CANVAS: 'runner-canvas',
  126.     CONTAINER: 'runner-container',
  127.     CRASHED: 'crashed',
  128.     ICON: 'icon-offline',
  129.     TOUCH_CONTROLLER: 'controller'
  130.     };
  131.     /**
  132.     * Image source urls.
  133.     * @enum {array.<object>}
  134.     */
  135.     Runner.imageSources = {
  136.     LDPI: [
  137.     {name: 'CACTUS_LARGE', id: '1x-obstacle-large'},
  138.     {name: 'CACTUS_SMALL', id: '1x-obstacle-small'},
  139.     {name: 'CLOUD', id: '1x-cloud'},
  140.     {name: 'HORIZON', id: '1x-horizon'},
  141.     {name: 'RESTART', id: '1x-restart'},
  142.     {name: 'TEXT_SPRITE', id: '1x-text'},
  143.     {name: 'TREX', id: '1x-trex'}
  144.     ],
  145.     HDPI: [
  146.     {name: 'CACTUS_LARGE', id: '2x-obstacle-large'},
  147.     {name: 'CACTUS_SMALL', id: '2x-obstacle-small'},
  148.     {name: 'CLOUD', id: '2x-cloud'},
  149.     {name: 'HORIZON', id: '2x-horizon'},
  150.     {name: 'RESTART', id: '2x-restart'},
  151.     {name: 'TEXT_SPRITE', id: '2x-text'},
  152.     {name: 'TREX', id: '2x-trex'}
  153.     ]
  154.     };
  155.     /**
  156.     * Sound FX. Reference to the ID of the audio tag on interstitial page.
  157.     * @enum {string}
  158.     */
  159.     Runner.sounds = {
  160.     BUTTON_PRESS: 'offline-sound-press',
  161.     HIT: 'offline-sound-hit',
  162.     SCORE: 'offline-sound-reached'
  163.     };
  164.     /**
  165.     * Key code mapping.
  166.     * @enum {object}
  167.     */
  168.     Runner.keycodes = {
  169.     JUMP: {'38': 1, '32': 1}, // Up, spacebar
  170.     DUCK: {'40': 1}, // Down
  171.     RESTART: {'13': 1} // Enter
  172.     };
  173.     /**
  174.     * Runner event names.
  175.     * @enum {string}
  176.     */
  177.     Runner.events = {
  178.     ANIM_END: 'webkitAnimationEnd',
  179.     CLICK: 'click',
  180.     KEYDOWN: 'keydown',
  181.     KEYUP: 'keyup',
  182.     MOUSEDOWN: 'mousedown',
  183.     MOUSEUP: 'mouseup',
  184.     RESIZE: 'resize',
  185.     TOUCHEND: 'touchend',
  186.     TOUCHSTART: 'touchstart',
  187.     VISIBILITY: 'visibilitychange',
  188.     BLUR: 'blur',
  189.     FOCUS: 'focus',
  190.     LOAD: 'load'
  191.     };
  192.     Runner.prototype = {
  193.     /**
  194.     * Setting individual settings for debugging.
  195.     * @param {string} setting
  196.     * @param {*} value
  197.     */
  198.     updateConfigSetting: function(setting, value) {
  199.     if (setting in this.config && value != undefined) {
  200.     this.config[setting] = value;
  201.     switch (setting) {
  202.     case 'GRAVITY':
  203.     case 'MIN_JUMP_HEIGHT':
  204.     case 'SPEED_DROP_COEFFICIENT':
  205.     this.tRex.config[setting] = value;
  206.     break;
  207.     case 'INITIAL_JUMP_VELOCITY':
  208.     this.tRex.setJumpVelocity(value);
  209.     break;
  210.     case 'SPEED':
  211.     this.setSpeed(value);
  212.     break;
  213.     }
  214.     }
  215.     },
  216.     /**
  217.     * Load and cache the image assets from the page.
  218.     */
  219.     loadImages: function() {
  220.     var imageSources = IS_HIDPI ? Runner.imageSources.HDPI :
  221.     Runner.imageSources.LDPI;
  222.     var numImages = imageSources.length;
  223.     for (var i = numImages - 1; i >= 0; i--) {
  224.     var imgSource = imageSources[i];
  225.     this.images[imgSource.name] = document.getElementById(imgSource.id);
  226.     }
  227.     this.init();
  228.     },
  229.     /**
  230.     * Load and decode base 64 encoded sounds.
  231.     */
  232.     loadSounds: function() {
  233.     if (!IS_IOS) {
  234.     this.audioContext = new AudioContext();
  235.     var resourceTemplate =
  236.     document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content;
  237.     for (var sound in Runner.sounds) {
  238.     var soundSrc =
  239.     resourceTemplate.getElementById(Runner.sounds[sound]).src;
  240.     soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1);
  241.     var buffer = decodeBase64ToArrayBuffer(soundSrc);
  242.     // Async, so no guarantee of order in array.
  243.     this.audioContext.decodeAudioData(buffer, function(index, audioData) {
  244.     this.soundFx[index] = audioData;
  245.     }.bind(this, sound));
  246.     }
  247.     }
  248.     },
  249.     /**
  250.     * Sets the game speed. Adjust the speed accordingly if on a smaller screen.
  251.     * @param {number} opt_speed
  252.     */
  253.     setSpeed: function(opt_speed) {
  254.     var speed = opt_speed || this.currentSpeed;
  255.     // Reduce the speed on smaller mobile screens.
  256.     if (this.dimensions.WIDTH < DEFAULT_WIDTH) {
  257.     var mobileSpeed = speed * this.dimensions.WIDTH / DEFAULT_WIDTH *
  258.     this.config.MOBILE_SPEED_COEFFICIENT;
  259.     this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed;
  260.     } else if (opt_speed) {
  261.     this.currentSpeed = opt_speed;
  262.     }
  263.     },
  264.     /**
  265.     * Game initialiser.
  266.     */
  267.     init: function() {
  268.     // Hide the static icon.
  269.     //document.querySelector('.' + Runner.classes.ICON).style.visibility = 'hidden';
  270.     this.adjustDimensions();
  271.     this.setSpeed();
  272.     this.containerEl = document.createElement('div');
  273.     this.containerEl.className = Runner.classes.CONTAINER;
  274.     // Player canvas container.
  275.     this.canvas = createCanvas(this.containerEl, this.dimensions.WIDTH,
  276.     this.dimensions.HEIGHT, Runner.classes.PLAYER);
  277.     this.canvasCtx = this.canvas.getContext('2d');
  278.     this.canvasCtx.fillStyle = '#f7f7f7';
  279.     this.canvasCtx.fill();
  280.     Runner.updateCanvasScaling(this.canvas);
  281.     // Horizon contains clouds, obstacles and the ground.
  282.     this.horizon = new Horizon(this.canvas, this.images, this.dimensions,
  283.     this.config.GAP_COEFFICIENT);
  284.     // Distance meter
  285.     this.distanceMeter = new DistanceMeter(this.canvas,
  286.     this.images.TEXT_SPRITE, this.dimensions.WIDTH);
  287.     // Draw t-rex
  288.     this.tRex = new Trex(this.canvas, this.images.TREX);
  289.     this.outerContainerEl.appendChild(this.containerEl);
  290.     if (IS_MOBILE) {
  291.     this.createTouchController();
  292.     }
  293.     this.startListening();
  294.     this.update();
  295.     window.addEventListener(Runner.events.RESIZE,
  296.     this.debounceResize.bind(this));
  297.     },
  298.     /**
  299.     * Create the touch controller. A div that covers whole screen.
  300.     */
  301.     createTouchController: function() {
  302.     this.touchController = document.createElement('div');
  303.     this.touchController.className = Runner.classes.TOUCH_CONTROLLER;
  304.     },
  305.     /**
  306.     * Debounce the resize event.
  307.     */
  308.     debounceResize: function() {
  309.     if (!this.resizeTimerId_) {
  310.     this.resizeTimerId_ =
  311.     setInterval(this.adjustDimensions.bind(this), 250);
  312.     }
  313.     },
  314.     /**
  315.     * Adjust game space dimensions on resize.
  316.     */
  317.     adjustDimensions: function() {
  318.     clearInterval(this.resizeTimerId_);
  319.     this.resizeTimerId_ = null;
  320.     var boxStyles = window.getComputedStyle(this.outerContainerEl);
  321.     var padding = Number(boxStyles.paddingLeft.substr(0,
  322.     boxStyles.paddingLeft.length - 2));
  323.     this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - padding * 2;
  324.     // Redraw the elements back onto the canvas.
  325.     if (this.canvas) {
  326.     this.canvas.width = this.dimensions.WIDTH;
  327.     this.canvas.height = this.dimensions.HEIGHT;
  328.     Runner.updateCanvasScaling(this.canvas);
  329.     this.distanceMeter.calcXPos(this.dimensions.WIDTH);
  330.     this.clearCanvas();
  331.     this.horizon.update(0, 0, true);
  332.     this.tRex.update(0);
  333.     // Outer container and distance meter.
  334.     if (this.activated || this.crashed) {
  335.     this.containerEl.style.width = this.dimensions.WIDTH + 'px';
  336.     this.containerEl.style.height = this.dimensions.HEIGHT + 'px';
  337.     this.distanceMeter.update(0, Math.ceil(this.distanceRan));
  338.     this.stop();
  339.     } else {
  340.     this.tRex.draw(0, 0);
  341.     }
  342.     // Game over panel.
  343.     if (this.crashed && this.gameOverPanel) {
  344.     this.gameOverPanel.updateDimensions(this.dimensions.WIDTH);
  345.     this.gameOverPanel.draw();
  346.     }
  347.     }
  348.     },
  349.     /**
  350.     * Play the game intro.
  351.     * Canvas container width expands out to the full width.
  352.     */
  353.     playIntro: function() {
  354.     if (!this.started && !this.crashed) {
  355.     this.playingIntro = true;
  356.     this.tRex.playingIntro = true;
  357.     // CSS animation definition.
  358.     var keyframes = '@-webkit-keyframes intro { ' +
  359.     'from { width:' + Trex.config.WIDTH + 'px }' +
  360.     'to { width: ' + this.dimensions.WIDTH + 'px }' +
  361.     '}';
  362.     document.styleSheets[0].insertRule(keyframes, 0);
  363.     this.containerEl.addEventListener(Runner.events.ANIM_END,
  364.     this.startGame.bind(this));
  365.     this.containerEl.style.webkitAnimation = 'intro .4s ease-out 1 both';
  366.     this.containerEl.style.width = this.dimensions.WIDTH + 'px';
  367.     if (this.touchController) {
  368.     this.outerContainerEl.appendChild(this.touchController);
  369.     }
  370.     this.activated = true;
  371.     this.started = true;
  372.     } else if (this.crashed) {
  373.     this.restart();
  374.     }
  375.     },
  376.     /**
  377.     * Update the game status to started.
  378.     */
  379.     startGame: function() {
  380.     this.runningTime = 0;
  381.     this.playingIntro = false;
  382.     this.tRex.playingIntro = false;
  383.     this.containerEl.style.webkitAnimation = '';
  384.     this.playCount++;
  385.     // Handle tabbing off the page. Pause the current game.
  386.     window.addEventListener(Runner.events.VISIBILITY,
  387.     this.onVisibilityChange.bind(this));
  388.     window.addEventListener(Runner.events.BLUR,
  389.     this.onVisibilityChange.bind(this));
  390.     window.addEventListener(Runner.events.FOCUS,
  391.     this.onVisibilityChange.bind(this));
  392.     },
  393.     clearCanvas: function() {
  394.     this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH,
  395.     this.dimensions.HEIGHT);
  396.     },
  397.     /**
  398.     * Update the game frame.
  399.     */
  400.     update: function() {
  401.     this.drawPending = false;
  402.     var now = getTimeStamp();
  403.     var deltaTime = now - (this.time || now);
  404.     this.time = now;
  405.     if (this.activated) {
  406.     this.clearCanvas();
  407.     if (this.tRex.jumping) {
  408.     this.tRex.updateJump(deltaTime, this.config);
  409.     }
  410.     this.runningTime += deltaTime;
  411.     var hasObstacles = this.runningTime > this.config.CLEAR_TIME;
  412.     // First jump triggers the intro.
  413.     if (this.tRex.jumpCount == 1 && !this.playingIntro) {
  414.     this.playIntro();
  415.     }
  416.     // The horizon doesn't move until the intro is over.
  417.     if (this.playingIntro) {
  418.     this.horizon.update(0, this.currentSpeed, hasObstacles);
  419.     } else {
  420.     deltaTime = !this.started ? 0 : deltaTime;
  421.     this.horizon.update(deltaTime, this.currentSpeed, hasObstacles);
  422.     }
  423.     // Check for collisions.
  424.     var collision = hasObstacles &&
  425.     checkForCollision(this.horizon.obstacles[0], this.tRex);
  426.     if (!collision) {
  427.     this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame;
  428.     if (this.currentSpeed < this.config.MAX_SPEED) {
  429.     this.currentSpeed += this.config.ACCELERATION;
  430.     }
  431.     } else {
  432.     this.gameOver();
  433.     }
  434.     if (this.distanceMeter.getActualDistance(this.distanceRan) >
  435.     this.distanceMeter.maxScore) {
  436.     this.distanceRan = 0;
  437.     }
  438.     var playAcheivementSound = this.distanceMeter.update(deltaTime,
  439.     Math.ceil(this.distanceRan));
  440.     if (playAcheivementSound) {
  441.     this.playSound(this.soundFx.SCORE);
  442.     }
  443.     }
  444.     if (!this.crashed) {
  445.     this.tRex.update(deltaTime);
  446.     this.raq();
  447.     }
  448.     },
  449.     /**
  450.     * Event handler.
  451.     */
  452.     handleEvent: function(e) {
  453.     return (function(evtType, events) {
  454.     switch (evtType) {
  455.     case events.KEYDOWN:
  456.     case events.TOUCHSTART:
  457.     case events.MOUSEDOWN:
  458.     this.onKeyDown(e);
  459.     break;
  460.     case events.KEYUP:
  461.     case events.TOUCHEND:
  462.     case events.MOUSEUP:
  463.     this.onKeyUp(e);
  464.     break;
  465.     }
  466.     }.bind(this))(e.type, Runner.events);
  467.     },
  468.     /**
  469.     * Bind relevant key / mouse / touch listeners.
  470.     */
  471.     startListening: function() {
  472.     // Keys.
  473.     document.addEventListener(Runner.events.KEYDOWN, this);
  474.     document.addEventListener(Runner.events.KEYUP, this);
  475.     if (IS_MOBILE) {
  476.     // Mobile only touch devices.
  477.     this.touchController.addEventListener(Runner.events.TOUCHSTART, this);
  478.     this.touchController.addEventListener(Runner.events.TOUCHEND, this);
  479.     this.containerEl.addEventListener(Runner.events.TOUCHSTART, this);
  480.     } else {
  481.     // Mouse.
  482.     document.addEventListener(Runner.events.MOUSEDOWN, this);
  483.     document.addEventListener(Runner.events.MOUSEUP, this);
  484.     }
  485.     },
  486.     /**
  487.     * Remove all listeners.
  488.     */
  489.     stopListening: function() {
  490.     document.removeEventListener(Runner.events.KEYDOWN, this);
  491.     document.removeEventListener(Runner.events.KEYUP, this);
  492.     if (IS_MOBILE) {
  493.     this.touchController.removeEventListener(Runner.events.TOUCHSTART, this);
  494.     this.touchController.removeEventListener(Runner.events.TOUCHEND, this);
  495.     this.containerEl.removeEventListener(Runner.events.TOUCHSTART, this);
  496.     } else {
  497.     document.removeEventListener(Runner.events.MOUSEDOWN, this);
  498.     document.removeEventListener(Runner.events.MOUSEUP, this);
  499.     }
  500.     },
  501.     /**
  502.     * Process keydown.
  503.     * @param {Event} e
  504.     */
  505.     onKeyDown: function(e) {
  506.     if (e.target != this.detailsButton) {
  507.     if (!this.crashed && (Runner.keycodes.JUMP[String(e.keyCode)] ||
  508.     e.type == Runner.events.TOUCHSTART)) {
  509.     if (!this.activated) {
  510.     this.loadSounds();
  511.     this.activated = true;
  512.     }
  513.     if (!this.tRex.jumping) {
  514.     this.playSound(this.soundFx.BUTTON_PRESS);
  515.     this.tRex.startJump();
  516.     }
  517.     }
  518.     if (this.crashed && e.type == Runner.events.TOUCHSTART &&
  519.     e.currentTarget == this.containerEl) {
  520.     this.restart();
  521.     }
  522.     }
  523.     // Speed drop, activated only when jump key is not pressed.
  524.     if (Runner.keycodes.DUCK[e.keyCode] && this.tRex.jumping) {
  525.     e.preventDefault();
  526.     this.tRex.setSpeedDrop();
  527.     }
  528.     },
  529.     /**
  530.     * Process key up.
  531.     * @param {Event} e
  532.     */
  533.     onKeyUp: function(e) {
  534.     var keyCode = String(e.keyCode);
  535.     var isjumpKey = Runner.keycodes.JUMP[keyCode] ||
  536.     e.type == Runner.events.TOUCHEND ||
  537.     e.type == Runner.events.MOUSEDOWN;
  538.     if (this.isRunning() && isjumpKey) {
  539.     this.tRex.endJump();
  540.     } else if (Runner.keycodes.DUCK[keyCode]) {
  541.     this.tRex.speedDrop = false;
  542.     } else if (this.crashed) {
  543.     // Check that enough time has elapsed before allowing jump key to restart.
  544.     var deltaTime = getTimeStamp() - this.time;
  545.     if (Runner.keycodes.RESTART[keyCode] ||
  546.     (e.type == Runner.events.MOUSEUP && e.target == this.canvas) ||
  547.     (deltaTime >= this.config.GAMEOVER_CLEAR_TIME &&
  548.     Runner.keycodes.JUMP[keyCode])) {
  549.     this.restart();
  550.     }
  551.     } else if (this.paused && isjumpKey) {
  552.     this.play();
  553.     }
  554.     },
  555.     /**
  556.     * RequestAnimationFrame wrapper.
  557.     */
  558.     raq: function() {
  559.     if (!this.drawPending) {
  560.     this.drawPending = true;
  561.     this.raqId = requestAnimationFrame(this.update.bind(this));
  562.     }
  563.     },
  564.     /**
  565.     * Whether the game is running.
  566.     * @return {boolean}
  567.     */
  568.     isRunning: function() {
  569.     return !!this.raqId;
  570.     },
  571.     /**
  572.     * Game over state.
  573.     */
  574.     gameOver: function() {
  575.     this.playSound(this.soundFx.HIT);
  576.     vibrate(200);
  577.     this.stop();
  578.     this.crashed = true;
  579.     this.distanceMeter.acheivement = false;
  580.     this.tRex.update(100, Trex.status.CRASHED);
  581.     // Game over panel.
  582.     if (!this.gameOverPanel) {
  583.     this.gameOverPanel = new GameOverPanel(this.canvas,
  584.     this.images.TEXT_SPRITE, this.images.RESTART,
  585.     this.dimensions);
  586.     } else {
  587.     this.gameOverPanel.draw();
  588.     }
  589.     // Update the high score.
  590.     if (this.distanceRan > this.highestScore) {
  591.     this.highestScore = Math.ceil(this.distanceRan);
  592.     this.distanceMeter.setHighScore(this.highestScore);
  593.     }
  594.     // Reset the time clock.
  595.     this.time = getTimeStamp();
  596.     },
  597.     stop: function() {
  598.     this.activated = false;
  599.     this.paused = true;
  600.     cancelAnimationFrame(this.raqId);
  601.     this.raqId = 0;
  602.     },
  603.     play: function() {
  604.     if (!this.crashed) {
  605.     this.activated = true;
  606.     this.paused = false;
  607.     this.tRex.update(0, Trex.status.RUNNING);
  608.     this.time = getTimeStamp();
  609.     this.update();
  610.     }
  611.     },
  612.     restart: function() {
  613.     if (!this.raqId) {
  614.     this.playCount++;
  615.     this.runningTime = 0;
  616.     this.activated = true;
  617.     this.crashed = false;
  618.     this.distanceRan = 0;
  619.     this.setSpeed(this.config.SPEED);
  620.     this.time = getTimeStamp();
  621.     this.containerEl.classList.remove(Runner.classes.CRASHED);
  622.     this.clearCanvas();
  623.     this.distanceMeter.reset(this.highestScore);
  624.     this.horizon.reset();
  625.     this.tRex.reset();
  626.     this.playSound(this.soundFx.BUTTON_PRESS);
  627.     this.update();
  628.     }
  629.     },
  630.     /**
  631.     * Pause the game if the tab is not in focus.
  632.     */
  633.     onVisibilityChange: function(e) {
  634.     if (document.hidden || document.webkitHidden || e.type == 'blur') {
  635.     this.stop();
  636.     } else {
  637.     this.play();
  638.     }
  639.     },
  640.     /**
  641.     * Play a sound.
  642.     * @param {SoundBuffer} soundBuffer
  643.     */
  644.     playSound: function(soundBuffer) {
  645.     if (soundBuffer) {
  646.     var sourceNode = this.audioContext.createBufferSource();
  647.     sourceNode.buffer = soundBuffer;
  648.     sourceNode.connect(this.audioContext.destination);
  649.     sourceNode.start(0);
  650.     }
  651.     }
  652.     };
  653.     /**
  654.     * Updates the canvas size taking into
  655.     * account the backing store pixel ratio and
  656.     * the device pixel ratio.
  657.     *
  658.     * See article by Paul Lewis:
  659.     * https://www.html5rocks.com/en/tutorials/canvas/hidpi/
  660.     *
  661.     * @param {HTMLCanvasElement} canvas
  662.     * @param {number} opt_width
  663.     * @param {number} opt_height
  664.     * @return {boolean} Whether the canvas was scaled.
  665.     */
  666.     Runner.updateCanvasScaling = function(canvas, opt_width, opt_height) {
  667.     var context = canvas.getContext('2d');
  668.     // Query the various pixel ratios
  669.     var devicePixelRatio = Math.floor(window.devicePixelRatio) || 1;
  670.     var backingStoreRatio = Math.floor(context.webkitBackingStorePixelRatio) || 1;
  671.     var ratio = devicePixelRatio / backingStoreRatio;
  672.     // Upscale the canvas if the two ratios don't match
  673.     if (devicePixelRatio !== backingStoreRatio) {
  674.     var oldWidth = opt_width || canvas.width;
  675.     var oldHeight = opt_height || canvas.height;
  676.     canvas.width = oldWidth * ratio;
  677.     canvas.height = oldHeight * ratio;
  678.     canvas.style.width = oldWidth + 'px';
  679.     canvas.style.height = oldHeight + 'px';
  680.     // Scale the context to counter the fact that we've manually scaled
  681.     // our canvas element.
  682.     context.scale(ratio, ratio);
  683.     return true;
  684.     }
  685.     return false;
  686.     };
  687.     /**
  688.     * Get random number.
  689.     * @param {number} min
  690.     * @param {number} max
  691.     * @param {number}
  692.     */
  693.     function getRandomNum(min, max) {
  694.     return Math.floor(Math.random() * (max - min + 1)) + min;
  695.     }
  696.     /**
  697.     * Vibrate on mobile devices.
  698.     * @param {number} duration Duration of the vibration in milliseconds.
  699.     */
  700.     function vibrate(duration) {
  701.     if (IS_MOBILE && window.navigator.vibrate) {
  702.     window.navigator.vibrate(duration);
  703.     }
  704.     }
  705.     /**
  706.     * Create canvas element.
  707.     * @param {HTMLElement} container Element to append canvas to.
  708.     * @param {number} width
  709.     * @param {number} height
  710.     * @param {string} opt_classname
  711.     * @return {HTMLCanvasElement}
  712.     */
  713.     function createCanvas(container, width, height, opt_classname) {
  714.     var canvas = document.createElement('canvas');
  715.     canvas.className = opt_classname ? Runner.classes.CANVAS + ' ' +
  716.     opt_classname : Runner.classes.CANVAS;
  717.     canvas.width = width;
  718.     canvas.height = height;
  719.     container.appendChild(canvas);
  720.     return canvas;
  721.     }
  722.     /**
  723.     * Decodes the base 64 audio to ArrayBuffer used by Web Audio.
  724.     * @param {string} base64String
  725.     */
  726.     function decodeBase64ToArrayBuffer(base64String) {
  727.     var len = (base64String.length / 4) * 3;
  728.     var str = atob(base64String);
  729.     var arrayBuffer = new ArrayBuffer(len);
  730.     var bytes = new Uint8Array(arrayBuffer);
  731.     for (var i = 0; i < len; i++) {
  732.     bytes[i] = str.charCodeAt(i);
  733.     }
  734.     return bytes.buffer;
  735.     }
  736.     /**
  737.     * Return the current timestamp.
  738.     * @return {number}
  739.     */
  740.     function getTimeStamp() {
  741.     return IS_IOS ? new Date().getTime() : performance.now();
  742.     }
  743.     //******************************************************************************
  744.     /**
  745.     * Game over panel.
  746.     * @param {!HTMLCanvasElement} canvas
  747.     * @param {!HTMLImage} textSprite
  748.     * @param {!HTMLImage} restartImg
  749.     * @param {!Object} dimensions Canvas dimensions.
  750.     * @constructor
  751.     */
  752.     function GameOverPanel(canvas, textSprite, restartImg, dimensions) {
  753.     this.canvas = canvas;
  754.     this.canvasCtx = canvas.getContext('2d');
  755.     this.canvasDimensions = dimensions;
  756.     this.textSprite = textSprite;
  757.     this.restartImg = restartImg;
  758.     this.draw();
  759.     };
  760.     /**
  761.     * Dimensions used in the panel.
  762.     * @enum {number}
  763.     */
  764.     GameOverPanel.dimensions = {
  765.     TEXT_X: 0,
  766.     TEXT_Y: 13,
  767.     TEXT_WIDTH: 191,
  768.     TEXT_HEIGHT: 11,
  769.     RESTART_WIDTH: 36,
  770.     RESTART_HEIGHT: 32
  771.     };
  772.     GameOverPanel.prototype = {
  773.     /**
  774.     * Update the panel dimensions.
  775.     * @param {number} width New canvas width.
  776.     * @param {number} opt_height Optional new canvas height.
  777.     */
  778.     updateDimensions: function(width, opt_height) {
  779.     this.canvasDimensions.WIDTH = width;
  780.     if (opt_height) {
  781.     this.canvasDimensions.HEIGHT = opt_height;
  782.     }
  783.     },
  784.     /**
  785.     * Draw the panel.
  786.     */
  787.     draw: function() {
  788.     var dimensions = GameOverPanel.dimensions;
  789.     var centerX = this.canvasDimensions.WIDTH / 2;
  790.     // Game over text.
  791.     var textSourceX = dimensions.TEXT_X;
  792.     var textSourceY = dimensions.TEXT_Y;
  793.     var textSourceWidth = dimensions.TEXT_WIDTH;
  794.     var textSourceHeight = dimensions.TEXT_HEIGHT;
  795.     var textTargetX = Math.round(centerX - (dimensions.TEXT_WIDTH / 2));
  796.     var textTargetY = Math.round((this.canvasDimensions.HEIGHT - 25) / 3);
  797.     var textTargetWidth = dimensions.TEXT_WIDTH;
  798.     var textTargetHeight = dimensions.TEXT_HEIGHT;
  799.     var restartSourceWidth = dimensions.RESTART_WIDTH;
  800.     var restartSourceHeight = dimensions.RESTART_HEIGHT;
  801.     var restartTargetX = centerX - (dimensions.RESTART_WIDTH / 2);
  802.     var restartTargetY = this.canvasDimensions.HEIGHT / 2;
  803.     if (IS_HIDPI) {
  804.     textSourceY *= 2;
  805.     textSourceX *= 2;
  806.     textSourceWidth *= 2;
  807.     textSourceHeight *= 2;
  808.     restartSourceWidth *= 2;
  809.     restartSourceHeight *= 2;
  810.     }
  811.     // Game over text from sprite.
  812.     this.canvasCtx.drawImage(this.textSprite,
  813.     textSourceX, textSourceY, textSourceWidth, textSourceHeight,
  814.     textTargetX, textTargetY, textTargetWidth, textTargetHeight);
  815.     // Restart button.
  816.     this.canvasCtx.drawImage(this.restartImg, 0, 0,
  817.     restartSourceWidth, restartSourceHeight,
  818.     restartTargetX, restartTargetY, dimensions.RESTART_WIDTH,
  819.     dimensions.RESTART_HEIGHT);
  820.     }
  821.     };
  822.     //******************************************************************************
  823.     /**
  824.     * Check for a collision.
  825.     * @param {!Obstacle} obstacle
  826.     * @param {!Trex} tRex T-rex object.
  827.     * @param {HTMLCanvasContext} opt_canvasCtx Optional canvas context for drawing
  828.     * collision boxes.
  829.     * @return {Array.<CollisionBox>}
  830.     */
  831.     function checkForCollision(obstacle, tRex, opt_canvasCtx) {
  832.     var obstacleBoxXPos = Runner.defaultDimensions.WIDTH + obstacle.xPos;
  833.     // Adjustments are made to the bounding box as there is a 1 pixel white
  834.     // border around the t-rex and obstacles.
  835.     var tRexBox = new CollisionBox(
  836.     tRex.xPos + 1,
  837.     tRex.yPos + 1,
  838.     tRex.config.WIDTH - 2,
  839.     tRex.config.HEIGHT - 2);
  840.     var obstacleBox = new CollisionBox(
  841.     obstacle.xPos + 1,
  842.     obstacle.yPos + 1,
  843.     obstacle.typeConfig.width * obstacle.size - 2,
  844.     obstacle.typeConfig.height - 2);
  845.     // Debug outer box
  846.     if (opt_canvasCtx) {
  847.     drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox);
  848.     }
  849.     // Simple outer bounds check.
  850.     if (boxCompare(tRexBox, obstacleBox)) {
  851.     var collisionBoxes = obstacle.collisionBoxes;
  852.     var tRexCollisionBoxes = Trex.collisionBoxes;
  853.     // Detailed axis aligned box check.
  854.     for (var t = 0; t < tRexCollisionBoxes.length; t++) {
  855.     for (var i = 0; i < collisionBoxes.length; i++) {
  856.     // Adjust the box to actual positions.
  857.     var adjTrexBox =
  858.     createAdjustedCollisionBox(tRexCollisionBoxes[t], tRexBox);
  859.     var adjObstacleBox =
  860.     createAdjustedCollisionBox(collisionBoxes[i], obstacleBox);
  861.     var crashed = boxCompare(adjTrexBox, adjObstacleBox);
  862.     // Draw boxes for debug.
  863.     if (opt_canvasCtx) {
  864.     drawCollisionBoxes(opt_canvasCtx, adjTrexBox, adjObstacleBox);
  865.     }
  866.     if (crashed) {
  867.     return [adjTrexBox, adjObstacleBox];
  868.     }
  869.     }
  870.     }
  871.     }
  872.     return false;
  873.     };
  874.     /**
  875.     * Adjust the collision box.
  876.     * @param {!CollisionBox} box The original box.
  877.     * @param {!CollisionBox} adjustment Adjustment box.
  878.     * @return {CollisionBox} The adjusted collision box object.
  879.     */
  880.     function createAdjustedCollisionBox(box, adjustment) {
  881.     return new CollisionBox(
  882.     box.x + adjustment.x,
  883.     box.y + adjustment.y,
  884.     box.width,
  885.     box.height);
  886.     };
  887.     /**
  888.     * Draw the collision boxes for debug.
  889.     */
  890.     function drawCollisionBoxes(canvasCtx, tRexBox, obstacleBox) {
  891.     canvasCtx.save();
  892.     canvasCtx.strokeStyle = '#f00';
  893.     canvasCtx.strokeRect(tRexBox.x, tRexBox.y,
  894.     tRexBox.width, tRexBox.height);
  895.     canvasCtx.strokeStyle = '#0f0';
  896.     canvasCtx.strokeRect(obstacleBox.x, obstacleBox.y,
  897.     obstacleBox.width, obstacleBox.height);
  898.     canvasCtx.restore();
  899.     };
  900.     /**
  901.     * Compare two collision boxes for a collision.
  902.     * @param {CollisionBox} tRexBox
  903.     * @param {CollisionBox} obstacleBox
  904.     * @return {boolean} Whether the boxes intersected.
  905.     */
  906.     function boxCompare(tRexBox, obstacleBox) {
  907.     var crashed = false;
  908.     var tRexBoxX = tRexBox.x;
  909.     var tRexBoxY = tRexBox.y;
  910.     var obstacleBoxX = obstacleBox.x;
  911.     var obstacleBoxY = obstacleBox.y;
  912.     // Axis-Aligned Bounding Box method.
  913.     if (tRexBox.x < obstacleBoxX + obstacleBox.width &&
  914.     tRexBox.x + tRexBox.width > obstacleBoxX &&
  915.     tRexBox.y < obstacleBox.y + obstacleBox.height &&
  916.     tRexBox.height + tRexBox.y > obstacleBox.y) {
  917.     crashed = true;
  918.     }
  919.     return crashed;
  920.     };
  921.     //******************************************************************************
  922.     /**
  923.     * Collision box object.
  924.     * @param {number} x X position.
  925.     * @param {number} y Y Position.
  926.     * @param {number} w Width.
  927.     * @param {number} h Height.
  928.     */
  929.     function CollisionBox(x, y, w, h) {
  930.     this.x = x;
  931.     this.y = y;
  932.     this.width = w;
  933.     this.height = h;
  934.     };
  935.     //******************************************************************************
  936.     /**
  937.     * Obstacle.
  938.     * @param {HTMLCanvasCtx} canvasCtx
  939.     * @param {Obstacle.type} type
  940.     * @param {image} obstacleImg Image sprite.
  941.     * @param {Object} dimensions
  942.     * @param {number} gapCoefficient Mutipler in determining the gap.
  943.     * @param {number} speed
  944.     */
  945.     function Obstacle(canvasCtx, type, obstacleImg, dimensions,
  946.     gapCoefficient, speed) {
  947.     this.canvasCtx = canvasCtx;
  948.     this.image = obstacleImg;
  949.     this.typeConfig = type;
  950.     this.gapCoefficient = gapCoefficient;
  951.     this.size = getRandomNum(1, Obstacle.MAX_OBSTACLE_LENGTH);
  952.     this.dimensions = dimensions;
  953.     this.remove = false;
  954.     this.xPos = 0;
  955.     this.yPos = this.typeConfig.yPos;
  956.     this.width = 0;
  957.     this.collisionBoxes = [];
  958.     this.gap = 0;
  959.     this.init(speed);
  960.     };
  961.     /**
  962.     * Coefficient for calculating the maximum gap.
  963.     * @const
  964.     */
  965.     Obstacle.MAX_GAP_COEFFICIENT = 1.5;
  966.     /**
  967.     * Maximum obstacle grouping count.
  968.     * @const
  969.     */
  970.     Obstacle.MAX_OBSTACLE_LENGTH = 3,
  971.     Obstacle.prototype = {
  972.     /**
  973.     * Initialise the DOM for the obstacle.
  974.     * @param {number} speed
  975.     */
  976.     init: function(speed) {
  977.     this.cloneCollisionBoxes();
  978.     // Only allow sizing if we're at the right speed.
  979.     if (this.size > 1 && this.typeConfig.multipleSpeed > speed) {
  980.     this.size = 1;
  981.     }
  982.     this.width = this.typeConfig.width * this.size;
  983.     this.xPos = this.dimensions.WIDTH - this.width;
  984.     this.draw();
  985.     // Make collision box adjustments,
  986.     // Central box is adjusted to the size as one box.
  987.     // ____ ______ ________
  988.     // _| |-| _| |-| _| |-|
  989.     // | |<->| | | |<--->| | | |<----->| |
  990.     // | | 1 | | | | 2 | | | | 3 | |
  991.     // |_|___|_| |_|_____|_| |_|_______|_|
  992.     //
  993.     if (this.size > 1) {
  994.     this.collisionBoxes[1].width = this.width - this.collisionBoxes[0].width -
  995.     this.collisionBoxes[2].width;
  996.     this.collisionBoxes[2].x = this.width - this.collisionBoxes[2].width;
  997.     }
  998.     this.gap = this.getGap(this.gapCoefficient, speed);
  999.     },
  1000.     /**
  1001.     * Draw and crop based on size.
  1002.     */
  1003.     draw: function() {
  1004.     var sourceWidth = this.typeConfig.width;
  1005.     var sourceHeight = this.typeConfig.height;
  1006.     if (IS_HIDPI) {
  1007.     sourceWidth = sourceWidth * 2;
  1008.     sourceHeight = sourceHeight * 2;
  1009.     }
  1010.     // Sprite
  1011.     var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1));
  1012.     this.canvasCtx.drawImage(this.image,
  1013.     sourceX, 0,
  1014.     sourceWidth * this.size, sourceHeight,
  1015.     this.xPos, this.yPos,
  1016.     this.typeConfig.width * this.size, this.typeConfig.height);
  1017.     },
  1018.     /**
  1019.     * Obstacle frame update.
  1020.     * @param {number} deltaTime
  1021.     * @param {number} speed
  1022.     */
  1023.     update: function(deltaTime, speed) {
  1024.     if (!this.remove) {
  1025.     this.xPos -= Math.floor((speed * FPS / 1000) * deltaTime);
  1026.     this.draw();
  1027.     if (!this.isVisible()) {
  1028.     this.remove = true;
  1029.     }
  1030.     }
  1031.     },
  1032.     /**
  1033.     * Calculate a random gap size.
  1034.     * - Minimum gap gets wider as speed increses
  1035.     * @param {number} gapCoefficient
  1036.     * @param {number} speed
  1037.     * @return {number} The gap size.
  1038.     */
  1039.     getGap: function(gapCoefficient, speed) {
  1040.     var minGap = Math.round(this.width * speed +
  1041.     this.typeConfig.minGap * gapCoefficient);
  1042.     var maxGap = Math.round(minGap * Obstacle.MAX_GAP_COEFFICIENT);
  1043.     return getRandomNum(minGap, maxGap);
  1044.     },
  1045.     /**
  1046.     * Check if obstacle is visible.
  1047.     * @return {boolean} Whether the obstacle is in the game area.
  1048.     */
  1049.     isVisible: function() {
  1050.     return this.xPos + this.width > 0;
  1051.     },
  1052.     /**
  1053.     * Make a copy of the collision boxes, since these will change based on
  1054.     * obstacle type and size.
  1055.     */
  1056.     cloneCollisionBoxes: function() {
  1057.     var collisionBoxes = this.typeConfig.collisionBoxes;
  1058.     for (var i = collisionBoxes.length - 1; i >= 0; i--) {
  1059.     this.collisionBoxes[i] = new CollisionBox(collisionBoxes[i].x,
  1060.     collisionBoxes[i].y, collisionBoxes[i].width,
  1061.     collisionBoxes[i].height);
  1062.     }
  1063.     }
  1064.     };
  1065.     /**
  1066.     * Obstacle definitions.
  1067.     * minGap: minimum pixel space betweeen obstacles.
  1068.     * multipleSpeed: Speed at which multiples are allowed.
  1069.     */
  1070.     Obstacle.types = [
  1071.     {
  1072.     type: 'CACTUS_SMALL',
  1073.     className: ' cactus cactus-small ',
  1074.     width: 17,
  1075.     height: 35,
  1076.     yPos: 105,
  1077.     multipleSpeed: 3,
  1078.     minGap: 120,
  1079.     collisionBoxes: [
  1080.     new CollisionBox(0, 7, 5, 27),
  1081.     new CollisionBox(4, 0, 6, 34),
  1082.     new CollisionBox(10, 4, 7, 14)
  1083.     ]
  1084.     },
  1085.     {
  1086.     type: 'CACTUS_LARGE',
  1087.     className: ' cactus cactus-large ',
  1088.     width: 25,
  1089.     height: 50,
  1090.     yPos: 90,
  1091.     multipleSpeed: 6,
  1092.     minGap: 120,
  1093.     collisionBoxes: [
  1094.     new CollisionBox(0, 12, 7, 38),
  1095.     new CollisionBox(8, 0, 7, 49),
  1096.     new CollisionBox(13, 10, 10, 38)
  1097.     ]
  1098.     }
  1099.     ];
  1100.     //******************************************************************************
  1101.     /**
  1102.     * T-rex game character.
  1103.     * @param {HTMLCanvas} canvas
  1104.     * @param {HTMLImage} image Character image.
  1105.     * @constructor
  1106.     */
  1107.     function Trex(canvas, image) {
  1108.     this.canvas = canvas;
  1109.     this.canvasCtx = canvas.getContext('2d');
  1110.     this.image = image;
  1111.     this.xPos = 0;
  1112.     this.yPos = 0;
  1113.     // Position when on the ground.
  1114.     this.groundYPos = 0;
  1115.     this.currentFrame = 0;
  1116.     this.currentAnimFrames = [];
  1117.     this.blinkDelay = 0;
  1118.     this.animStartTime = 0;
  1119.     this.timer = 0;
  1120.     this.msPerFrame = 1000 / FPS;
  1121.     this.config = Trex.config;
  1122.     // Current status.
  1123.     this.status = Trex.status.WAITING;
  1124.     this.jumping = false;
  1125.     this.jumpVelocity = 0;
  1126.     this.reachedMinHeight = false;
  1127.     this.speedDrop = false;
  1128.     this.jumpCount = 0;
  1129.     this.jumpspotX = 0;
  1130.     this.init();
  1131.     };
  1132.     /**
  1133.     * T-rex player config.
  1134.     * @enum {number}
  1135.     */
  1136.     Trex.config = {
  1137.     DROP_VELOCITY: -5,
  1138.     GRAVITY: 0.6,
  1139.     HEIGHT: 47,
  1140.     INIITAL_JUMP_VELOCITY: -10,
  1141.     INTRO_DURATION: 1500,
  1142.     MAX_JUMP_HEIGHT: 30,
  1143.     MIN_JUMP_HEIGHT: 30,
  1144.     SPEED_DROP_COEFFICIENT: 3,
  1145.     SPRITE_WIDTH: 262,
  1146.     START_X_POS: 50,
  1147.     WIDTH: 44
  1148.     };
  1149.     /**
  1150.     * Used in collision detection.
  1151.     * @type {Array.<CollisionBox>}
  1152.     */
  1153.     Trex.collisionBoxes = [
  1154.     new CollisionBox(1, -1, 30, 26),
  1155.     new CollisionBox(32, 0, 8, 16),
  1156.     new CollisionBox(10, 35, 14, 8),
  1157.     new CollisionBox(1, 24, 29, 5),
  1158.     new CollisionBox(5, 30, 21, 4),
  1159.     new CollisionBox(9, 34, 15, 4)
  1160.     ];
  1161.     /**
  1162.     * Animation states.
  1163.     * @enum {string}
  1164.     */
  1165.     Trex.status = {
  1166.     CRASHED: 'CRASHED',
  1167.     JUMPING: 'JUMPING',
  1168.     RUNNING: 'RUNNING',
  1169.     WAITING: 'WAITING'
  1170.     };
  1171.     /**
  1172.     * Blinking coefficient.
  1173.     * @const
  1174.     */
  1175.     Trex.BLINK_TIMING = 7000;
  1176.     /**
  1177.     * Animation config for different states.
  1178.     * @enum {object}
  1179.     */
  1180.     Trex.animFrames = {
  1181.     WAITING: {
  1182.     frames: [44, 0],
  1183.     msPerFrame: 1000 / 3
  1184.     },
  1185.     RUNNING: {
  1186.     frames: [88, 132],
  1187.     msPerFrame: 1000 / 12
  1188.     },
  1189.     CRASHED: {
  1190.     frames: [220],
  1191.     msPerFrame: 1000 / 60
  1192.     },
  1193.     JUMPING: {
  1194.     frames: [0],
  1195.     msPerFrame: 1000 / 60
  1196.     }
  1197.     };
  1198.     Trex.prototype = {
  1199.     /**
  1200.     * T-rex player initaliser.
  1201.     * Sets the t-rex to blink at random intervals.
  1202.     */
  1203.     init: function() {
  1204.     this.blinkDelay = this.setBlinkDelay();
  1205.     this.groundYPos = Runner.defaultDimensions.HEIGHT - this.config.HEIGHT -
  1206.     Runner.config.BOTTOM_PAD;
  1207.     this.yPos = this.groundYPos;
  1208.     this.minJumpHeight = this.groundYPos - this.config.MIN_JUMP_HEIGHT;
  1209.     this.draw(0, 0);
  1210.     this.update(0, Trex.status.WAITING);
  1211.     },
  1212.     /**
  1213.     * Setter for the jump velocity.
  1214.     * The approriate drop velocity is also set.
  1215.     */
  1216.     setJumpVelocity: function(setting) {
  1217.     this.config.INIITAL_JUMP_VELOCITY = -setting;
  1218.     this.config.DROP_VELOCITY = -setting / 2;
  1219.     },
  1220.     /**
  1221.     * Set the animation status.
  1222.     * @param {!number} deltaTime
  1223.     * @param {Trex.status} status Optional status to switch to.
  1224.     */
  1225.     update: function(deltaTime, opt_status) {
  1226.     this.timer += deltaTime;
  1227.     // Update the status.
  1228.     if (opt_status) {
  1229.     this.status = opt_status;
  1230.     this.currentFrame = 0;
  1231.     this.msPerFrame = Trex.animFrames[opt_status].msPerFrame;
  1232.     this.currentAnimFrames = Trex.animFrames[opt_status].frames;
  1233.     if (opt_status == Trex.status.WAITING) {
  1234.     this.animStartTime = getTimeStamp();
  1235.     this.setBlinkDelay();
  1236.     }
  1237.     }
  1238.     // Game intro animation, T-rex moves in from the left.
  1239.     if (this.playingIntro && this.xPos < this.config.START_X_POS) {
  1240.     this.xPos += Math.round((this.config.START_X_POS /
  1241.     this.config.INTRO_DURATION) * deltaTime);
  1242.     }
  1243.     if (this.status == Trex.status.WAITING) {
  1244.     this.blink(getTimeStamp());
  1245.     } else {
  1246.     this.draw(this.currentAnimFrames[this.currentFrame], 0);
  1247.     }
  1248.     // Update the frame position.
  1249.     if (this.timer >= this.msPerFrame) {
  1250.     this.currentFrame = this.currentFrame ==
  1251.     this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1;
  1252.     this.timer = 0;
  1253.     }
  1254.     },
  1255.     /**
  1256.     * Draw the t-rex to a particular position.
  1257.     * @param {number} x
  1258.     * @param {number} y
  1259.     */
  1260.     draw: function(x, y) {
  1261.     var sourceX = x;
  1262.     var sourceY = y;
  1263.     var sourceWidth = this.config.WIDTH;
  1264.     var sourceHeight = this.config.HEIGHT;
  1265.     if (IS_HIDPI) {
  1266.     sourceX *= 2;
  1267.     sourceY *= 2;
  1268.     sourceWidth *= 2;
  1269.     sourceHeight *= 2;
  1270.     }
  1271.     this.canvasCtx.drawImage(this.image, sourceX, sourceY,
  1272.     sourceWidth, sourceHeight,
  1273.     this.xPos, this.yPos,
  1274.     this.config.WIDTH, this.config.HEIGHT);
  1275.     },
  1276.     /**
  1277.     * Sets a random time for the blink to happen.
  1278.     */
  1279.     setBlinkDelay: function() {
  1280.     this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING);
  1281.     },
  1282.     /**
  1283.     * Make t-rex blink at random intervals.
  1284.     * @param {number} time Current time in milliseconds.
  1285.     */
  1286.     blink: function(time) {
  1287.     var deltaTime = time - this.animStartTime;
  1288.     if (deltaTime >= this.blinkDelay) {
  1289.     this.draw(this.currentAnimFrames[this.currentFrame], 0);
  1290.     if (this.currentFrame == 1) {
  1291.     // Set new random delay to blink.
  1292.     this.setBlinkDelay();
  1293.     this.animStartTime = time;
  1294.     }
  1295.     }
  1296.     },
  1297.     /**
  1298.     * Initialise a jump.
  1299.     */
  1300.     startJump: function() {
  1301.     if (!this.jumping) {
  1302.     this.update(0, Trex.status.JUMPING);
  1303.     this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY;
  1304.     this.jumping = true;
  1305.     this.reachedMinHeight = false;
  1306.     this.speedDrop = false;
  1307.     }
  1308.     },
  1309.     /**
  1310.     * Jump is complete, falling down.
  1311.     */
  1312.     endJump: function() {
  1313.     if (this.reachedMinHeight &&
  1314.     this.jumpVelocity < this.config.DROP_VELOCITY) {
  1315.     this.jumpVelocity = this.config.DROP_VELOCITY;
  1316.     }
  1317.     },
  1318.     /**
  1319.     * Update frame for a jump.
  1320.     * @param {number} deltaTime
  1321.     */
  1322.     updateJump: function(deltaTime) {
  1323.     var msPerFrame = Trex.animFrames[this.status].msPerFrame;
  1324.     var framesElapsed = deltaTime / msPerFrame;
  1325.     // Speed drop makes Trex fall faster.
  1326.     if (this.speedDrop) {
  1327.     this.yPos += Math.round(this.jumpVelocity *
  1328.     this.config.SPEED_DROP_COEFFICIENT * framesElapsed);
  1329.     } else {
  1330.     this.yPos += Math.round(this.jumpVelocity * framesElapsed);
  1331.     }
  1332.     this.jumpVelocity += this.config.GRAVITY * framesElapsed;
  1333.     // Minimum height has been reached.
  1334.     if (this.yPos < this.minJumpHeight || this.speedDrop) {
  1335.     this.reachedMinHeight = true;
  1336.     }
  1337.     // Reached max height
  1338.     if (this.yPos < this.config.MAX_JUMP_HEIGHT || this.speedDrop) {
  1339.     this.endJump();
  1340.     }
  1341.     // Back down at ground level. Jump completed.
  1342.     if (this.yPos > this.groundYPos) {
  1343.     this.reset();
  1344.     this.jumpCount++;
  1345.     }
  1346.     this.update(deltaTime);
  1347.     },
  1348.     /**
  1349.     * Set the speed drop. Immediately cancels the current jump.
  1350.     */
  1351.     setSpeedDrop: function() {
  1352.     this.speedDrop = true;
  1353.     this.jumpVelocity = 1;
  1354.     },
  1355.     /**
  1356.     * Reset the t-rex to running at start of game.
  1357.     */
  1358.     reset: function() {
  1359.     this.yPos = this.groundYPos;
  1360.     this.jumpVelocity = 0;
  1361.     this.jumping = false;
  1362.     this.update(0, Trex.status.RUNNING);
  1363.     this.midair = false;
  1364.     this.speedDrop = false;
  1365.     this.jumpCount = 0;
  1366.     }
  1367.     };
  1368.     //******************************************************************************
  1369.     /**
  1370.     * Handles displaying the distance meter.
  1371.     * @param {!HTMLCanvasElement} canvas
  1372.     * @param {!HTMLImage} spriteSheet Image sprite.
  1373.     * @param {number} canvasWidth
  1374.     * @constructor
  1375.     */
  1376.     function DistanceMeter(canvas, spriteSheet, canvasWidth) {
  1377.     this.canvas = canvas;
  1378.     this.canvasCtx = canvas.getContext('2d');
  1379.     this.image = spriteSheet;
  1380.     this.x = 0;
  1381.     this.y = 5;
  1382.     this.currentDistance = 0;
  1383.     this.maxScore = 0;
  1384.     this.highScore = 0;
  1385.     this.container = null;
  1386.     this.digits = [];
  1387.     this.acheivement = false;
  1388.     this.defaultString = '';
  1389.     this.flashTimer = 0;
  1390.     this.flashIterations = 0;
  1391.     this.config = DistanceMeter.config;
  1392.     this.init(canvasWidth);
  1393.     };
  1394.     /**
  1395.     * @enum {number}
  1396.     */
  1397.     DistanceMeter.dimensions = {
  1398.     WIDTH: 10,
  1399.     HEIGHT: 13,
  1400.     DEST_WIDTH: 11
  1401.     };
  1402.     /**
  1403.     * Y positioning of the digits in the sprite sheet.
  1404.     * X position is always 0.
  1405.     * @type {array.<number>}
  1406.     */
  1407.     DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120];
  1408.     /**
  1409.     * Distance meter config.
  1410.     * @enum {number}
  1411.     */
  1412.     DistanceMeter.config = {
  1413.     // Number of digits.
  1414.     MAX_DISTANCE_UNITS: 5,
  1415.     // Distance that causes achievement animation.
  1416.     ACHIEVEMENT_DISTANCE: 100,
  1417.     // Used for conversion from pixel distance to a scaled unit.
  1418.     COEFFICIENT: 0.025,
  1419.     // Flash duration in milliseconds.
  1420.     FLASH_DURATION: 1000 / 4,
  1421.     // Flash iterations for achievement animation.
  1422.     FLASH_ITERATIONS: 3
  1423.     };
  1424.     DistanceMeter.prototype = {
  1425.     /**
  1426.     * Initialise the distance meter to '00000'.
  1427.     * @param {number} width Canvas width in px.
  1428.     */
  1429.     init: function(width) {
  1430.     var maxDistanceStr = '';
  1431.     this.calcXPos(width);
  1432.     this.maxScore = this.config.MAX_DISTANCE_UNITS;
  1433.     for (var i = 0; i < this.config.MAX_DISTANCE_UNITS; i++) {
  1434.     this.draw(i, 0);
  1435.     this.defaultString += '0';
  1436.     maxDistanceStr += '9';
  1437.     }
  1438.     this.maxScore = parseInt(maxDistanceStr);
  1439.     },
  1440.     /**
  1441.     * Calculate the xPos in the canvas.
  1442.     * @param {number} canvasWidth
  1443.     */
  1444.     calcXPos: function(canvasWidth) {
  1445.     this.x = canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH *
  1446.     (this.config.MAX_DISTANCE_UNITS + 1));
  1447.     },
  1448.     /**
  1449.     * Draw a digit to canvas.
  1450.     * @param {number} digitPos Position of the digit.
  1451.     * @param {number} value Digit value 0-9.
  1452.     * @param {boolean} opt_highScore Whether drawing the high score.
  1453.     */
  1454.     draw: function(digitPos, value, opt_highScore) {
  1455.     var sourceWidth = DistanceMeter.dimensions.WIDTH;
  1456.     var sourceHeight = DistanceMeter.dimensions.HEIGHT;
  1457.     var sourceX = DistanceMeter.dimensions.WIDTH * value;
  1458.     var targetX = digitPos * DistanceMeter.dimensions.DEST_WIDTH;
  1459.     var targetY = this.y;
  1460.     var targetWidth = DistanceMeter.dimensions.WIDTH;
  1461.     var targetHeight = DistanceMeter.dimensions.HEIGHT;
  1462.     // For high DPI we 2x source values.
  1463.     if (IS_HIDPI) {
  1464.     sourceWidth *= 2;
  1465.     sourceHeight *= 2;
  1466.     sourceX *= 2;
  1467.     }
  1468.     this.canvasCtx.save();
  1469.     if (opt_highScore) {
  1470.     // Left of the current score.
  1471.     var highScoreX = this.x - (this.config.MAX_DISTANCE_UNITS * 2) *
  1472.     DistanceMeter.dimensions.WIDTH;
  1473.     this.canvasCtx.translate(highScoreX, this.y);
  1474.     } else {
  1475.     this.canvasCtx.translate(this.x, this.y);
  1476.     }
  1477.     this.canvasCtx.drawImage(this.image, sourceX, 0,
  1478.     sourceWidth, sourceHeight,
  1479.     targetX, targetY,
  1480.     targetWidth, targetHeight
  1481.     );
  1482.     this.canvasCtx.restore();
  1483.     },
  1484.     /**
  1485.     * Covert pixel distance to a 'real' distance.
  1486.     * @param {number} distance Pixel distance ran.
  1487.     * @return {number} The 'real' distance ran.
  1488.     */
  1489.     getActualDistance: function(distance) {
  1490.     return distance ?
  1491.     Math.round(distance * this.config.COEFFICIENT) : 0;
  1492.     },
  1493.     /**
  1494.     * Update the distance meter.
  1495.     * @param {number} deltaTime
  1496.     * @param {number} distance
  1497.     * @return {boolean} Whether the acheivement sound fx should be played.
  1498.     */
  1499.     update: function(deltaTime, distance) {
  1500.     var paint = true;
  1501.     var playSound = false;
  1502.     if (!this.acheivement) {
  1503.     distance = this.getActualDistance(distance);
  1504.     if (distance > 0) {
  1505.     // Acheivement unlocked
  1506.     if (distance % this.config.ACHIEVEMENT_DISTANCE == 0) {
  1507.     // Flash score and play sound.
  1508.     this.acheivement = true;
  1509.     this.flashTimer = 0;
  1510.     playSound = true;
  1511.     }
  1512.     // Create a string representation of the distance with leading 0.
  1513.     var distanceStr = (this.defaultString +
  1514.     distance).substr(-this.config.MAX_DISTANCE_UNITS);
  1515.     this.digits = distanceStr.split('');
  1516.     } else {
  1517.     this.digits = this.defaultString.split('');
  1518.     }
  1519.     } else {
  1520.     // Control flashing of the score on reaching acheivement.
  1521.     if (this.flashIterations <= this.config.FLASH_ITERATIONS) {
  1522.     this.flashTimer += deltaTime;
  1523.     if (this.flashTimer < this.config.FLASH_DURATION) {
  1524.     paint = false;
  1525.     } else if (this.flashTimer >
  1526.     this.config.FLASH_DURATION * 2) {
  1527.     this.flashTimer = 0;
  1528.     this.flashIterations++;
  1529.     }
  1530.     } else {
  1531.     this.acheivement = false;
  1532.     this.flashIterations = 0;
  1533.     this.flashTimer = 0;
  1534.     }
  1535.     }
  1536.     // Draw the digits if not flashing.
  1537.     if (paint) {
  1538.     for (var i = this.digits.length - 1; i >= 0; i--) {
  1539.     this.draw(i, parseInt(this.digits[i]));
  1540.     }
  1541.     }
  1542.     this.drawHighScore();
  1543.     return playSound;
  1544.     },
  1545.     /**
  1546.     * Draw the high score.
  1547.     */
  1548.     drawHighScore: function() {
  1549.     this.canvasCtx.save();
  1550.     this.canvasCtx.globalAlpha = .8;
  1551.     for (var i = this.highScore.length - 1; i >= 0; i--) {
  1552.     this.draw(i, parseInt(this.highScore[i], 10), true);
  1553.     }
  1554.     this.canvasCtx.restore();
  1555.     },
  1556.     /**
  1557.     * Set the highscore as a array string.
  1558.     * Position of char in the sprite: H - 10, I - 11.
  1559.     * @param {number} distance Distance ran in pixels.
  1560.     */
  1561.     setHighScore: function(distance) {
  1562.     distance = this.getActualDistance(distance);
  1563.     var highScoreStr = (this.defaultString +
  1564.     distance).substr(-this.config.MAX_DISTANCE_UNITS);
  1565.     this.highScore = ['10', '11', ''].concat(highScoreStr.split(''));
  1566.     },
  1567.     /**
  1568.     * Reset the distance meter back to '00000'.
  1569.     */
  1570.     reset: function() {
  1571.     this.update(0);
  1572.     this.acheivement = false;
  1573.     }
  1574.     };
  1575.     //******************************************************************************
  1576.     /**
  1577.     * Cloud background item.
  1578.     * Similar to an obstacle object but without collision boxes.
  1579.     * @param {HTMLCanvasElement} canvas Canvas element.
  1580.     * @param {Image} cloudImg
  1581.     * @param {number} containerWidth
  1582.     */
  1583.     function Cloud(canvas, cloudImg, containerWidth) {
  1584.     this.canvas = canvas;
  1585.     this.canvasCtx = this.canvas.getContext('2d');
  1586.     this.image = cloudImg;
  1587.     this.containerWidth = containerWidth;
  1588.     this.xPos = containerWidth;
  1589.     this.yPos = 0;
  1590.     this.remove = false;
  1591.     this.cloudGap = getRandomNum(Cloud.config.MIN_CLOUD_GAP,
  1592.     Cloud.config.MAX_CLOUD_GAP);
  1593.     this.init();
  1594.     };
  1595.     /**
  1596.     * Cloud object config.
  1597.     * @enum {number}
  1598.     */
  1599.     Cloud.config = {
  1600.     HEIGHT: 14,
  1601.     MAX_CLOUD_GAP: 400,
  1602.     MAX_SKY_LEVEL: 30,
  1603.     MIN_CLOUD_GAP: 100,
  1604.     MIN_SKY_LEVEL: 71,
  1605.     WIDTH: 46
  1606.     };
  1607.     Cloud.prototype = {
  1608.     /**
  1609.     * Initialise the cloud. Sets the Cloud height.
  1610.     */
  1611.     init: function() {
  1612.     this.yPos = getRandomNum(Cloud.config.MAX_SKY_LEVEL,
  1613.     Cloud.config.MIN_SKY_LEVEL);
  1614.     this.draw();
  1615.     },
  1616.     /**
  1617.     * Draw the cloud.
  1618.     */
  1619.     draw: function() {
  1620.     this.canvasCtx.save();
  1621.     var sourceWidth = Cloud.config.WIDTH;
  1622.     var sourceHeight = Cloud.config.HEIGHT;
  1623.     if (IS_HIDPI) {
  1624.     sourceWidth = sourceWidth * 2;
  1625.     sourceHeight = sourceHeight * 2;
  1626.     }
  1627.     this.canvasCtx.drawImage(this.image, 0, 0,
  1628.     sourceWidth, sourceHeight,
  1629.     this.xPos, this.yPos,
  1630.     Cloud.config.WIDTH, Cloud.config.HEIGHT);
  1631.     this.canvasCtx.restore();
  1632.     },
  1633.     /**
  1634.     * Update the cloud position.
  1635.     * @param {number} speed
  1636.     */
  1637.     update: function(speed) {
  1638.     if (!this.remove) {
  1639.     this.xPos -= Math.ceil(speed);
  1640.     this.draw();
  1641.     // Mark as removeable if no longer in the canvas.
  1642.     if (!this.isVisible()) {
  1643.     this.remove = true;
  1644.     }
  1645.     }
  1646.     },
  1647.     /**
  1648.     * Check if the cloud is visible on the stage.
  1649.     * @return {boolean}
  1650.     */
  1651.     isVisible: function() {
  1652.     return this.xPos + Cloud.config.WIDTH > 0;
  1653.     }
  1654.     };
  1655.     //******************************************************************************
  1656.     /**
  1657.     * Horizon Line.
  1658.     * Consists of two connecting lines. Randomly assigns a flat / bumpy horizon.
  1659.     * @param {HTMLCanvasElement} canvas
  1660.     * @param {HTMLImage} bgImg Horizon line sprite.
  1661.     * @constructor
  1662.     */
  1663.     function HorizonLine(canvas, bgImg) {
  1664.     this.image = bgImg;
  1665.     this.canvas = canvas;
  1666.     this.canvasCtx = canvas.getContext('2d');
  1667.     this.sourceDimensions = {};
  1668.     this.dimensions = HorizonLine.dimensions;
  1669.     this.sourceXPos = [0, this.dimensions.WIDTH];
  1670.     this.xPos = [];
  1671.     this.yPos = 0;
  1672.     this.bumpThreshold = 0.5;
  1673.     this.setSourceDimensions();
  1674.     this.draw();
  1675.     };
  1676.     /**
  1677.     * Horizon line dimensions.
  1678.     * @enum {number}
  1679.     */
  1680.     HorizonLine.dimensions = {
  1681.     WIDTH: 600,
  1682.     HEIGHT: 12,
  1683.     YPOS: 127
  1684.     };
  1685.     HorizonLine.prototype = {
  1686.     /**
  1687.     * Set the source dimensions of the horizon line.
  1688.     */
  1689.     setSourceDimensions: function() {
  1690.     for (var dimension in HorizonLine.dimensions) {
  1691.     if (IS_HIDPI) {
  1692.     if (dimension != 'YPOS') {
  1693.     this.sourceDimensions[dimension] =
  1694.     HorizonLine.dimensions[dimension] * 2;
  1695.     }
  1696.     } else {
  1697.     this.sourceDimensions[dimension] =
  1698.     HorizonLine.dimensions[dimension];
  1699.     }
  1700.     this.dimensions[dimension] = HorizonLine.dimensions[dimension];
  1701.     }
  1702.     this.xPos = [0, HorizonLine.dimensions.WIDTH];
  1703.     this.yPos = HorizonLine.dimensions.YPOS;
  1704.     },
  1705.     /**
  1706.     * Return the crop x position of a type.
  1707.     */
  1708.     getRandomType: function() {
  1709.     return Math.random() > this.bumpThreshold ? this.dimensions.WIDTH : 0;
  1710.     },
  1711.     /**
  1712.     * Draw the horizon line.
  1713.     */
  1714.     draw: function() {
  1715.     this.canvasCtx.drawImage(this.image, this.sourceXPos[0], 0,
  1716.     this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT,
  1717.     this.xPos[0], this.yPos,
  1718.     this.dimensions.WIDTH, this.dimensions.HEIGHT);
  1719.     this.canvasCtx.drawImage(this.image, this.sourceXPos[1], 0,
  1720.     this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT,
  1721.     this.xPos[1], this.yPos,
  1722.     this.dimensions.WIDTH, this.dimensions.HEIGHT);
  1723.     },
  1724.     /**
  1725.     * Update the x position of an indivdual piece of the line.
  1726.     * @param {number} pos Line position.
  1727.     * @param {number} increment
  1728.     */
  1729.     updateXPos: function(pos, increment) {
  1730.     var line1 = pos;
  1731.     var line2 = pos == 0 ? 1 : 0;
  1732.     this.xPos[line1] -= increment;
  1733.     this.xPos[line2] = this.xPos[line1] + this.dimensions.WIDTH;
  1734.     if (this.xPos[line1] <= -this.dimensions.WIDTH) {
  1735.     this.xPos[line1] += this.dimensions.WIDTH * 2;
  1736.     this.xPos[line2] = this.xPos[line1] - this.dimensions.WIDTH;
  1737.     this.sourceXPos[line1] = this.getRandomType();
  1738.     }
  1739.     },
  1740.     /**
  1741.     * Update the horizon line.
  1742.     * @param {number} deltaTime
  1743.     * @param {number} speed
  1744.     */
  1745.     update: function(deltaTime, speed) {
  1746.     var increment = Math.floor(speed * (FPS / 1000) * deltaTime);
  1747.     if (this.xPos[0] <= 0) {
  1748.     this.updateXPos(0, increment);
  1749.     } else {
  1750.     this.updateXPos(1, increment);
  1751.     }
  1752.     this.draw();
  1753.     },
  1754.     /**
  1755.     * Reset horizon to the starting position.
  1756.     */
  1757.     reset: function() {
  1758.     this.xPos[0] = 0;
  1759.     this.xPos[1] = HorizonLine.dimensions.WIDTH;
  1760.     }
  1761.     };
  1762.     //******************************************************************************
  1763.     /**
  1764.     * Horizon background class.
  1765.     * @param {HTMLCanvasElement} canvas
  1766.     * @param {Array.<HTMLImageElement>} images
  1767.     * @param {object} dimensions Canvas dimensions.
  1768.     * @param {number} gapCoefficient
  1769.     * @constructor
  1770.     */
  1771.     function Horizon(canvas, images, dimensions, gapCoefficient) {
  1772.     this.canvas = canvas;
  1773.     this.canvasCtx = this.canvas.getContext('2d');
  1774.     this.config = Horizon.config;
  1775.     this.dimensions = dimensions;
  1776.     this.gapCoefficient = gapCoefficient;
  1777.     this.obstacles = [];
  1778.     this.horizonOffsets = [0, 0];
  1779.     this.cloudFrequency = this.config.CLOUD_FREQUENCY;
  1780.     // Cloud
  1781.     this.clouds = [];
  1782.     this.cloudImg = images.CLOUD;
  1783.     this.cloudSpeed = this.config.BG_CLOUD_SPEED;
  1784.     // Horizon
  1785.     this.horizonImg = images.HORIZON;
  1786.     this.horizonLine = null;
  1787.     // Obstacles
  1788.     this.obstacleImgs = {
  1789.     CACTUS_SMALL: images.CACTUS_SMALL,
  1790.     CACTUS_LARGE: images.CACTUS_LARGE
  1791.     };
  1792.     this.init();
  1793.     };
  1794.     /**
  1795.     * Horizon config.
  1796.     * @enum {number}
  1797.     */
  1798.     Horizon.config = {
  1799.     BG_CLOUD_SPEED: 0.2,
  1800.     BUMPY_THRESHOLD: .3,
  1801.     CLOUD_FREQUENCY: .5,
  1802.     HORIZON_HEIGHT: 16,
  1803.     MAX_CLOUDS: 6
  1804.     };
  1805.     Horizon.prototype = {
  1806.     /**
  1807.     * Initialise the horizon. Just add the line and a cloud. No obstacles.
  1808.     */
  1809.     init: function() {
  1810.     this.addCloud();
  1811.     this.horizonLine = new HorizonLine(this.canvas, this.horizonImg);
  1812.     },
  1813.     /**
  1814.     * @param {number} deltaTime
  1815.     * @param {number} currentSpeed
  1816.     * @param {boolean} updateObstacles Used as an override to prevent
  1817.     * the obstacles from being updated / added. This happens in the
  1818.     * ease in section.
  1819.     */
  1820.     update: function(deltaTime, currentSpeed, updateObstacles) {
  1821.     this.runningTime += deltaTime;
  1822.     this.horizonLine.update(deltaTime, currentSpeed);
  1823.     this.updateClouds(deltaTime, currentSpeed);
  1824.     if (updateObstacles) {
  1825.     this.updateObstacles(deltaTime, currentSpeed);
  1826.     }
  1827.     },
  1828.     /**
  1829.     * Update the cloud positions.
  1830.     * @param {number} deltaTime
  1831.     * @param {number} currentSpeed
  1832.     */
  1833.     updateClouds: function(deltaTime, speed) {
  1834.     var cloudSpeed = this.cloudSpeed / 1000 * deltaTime * speed;
  1835.     var numClouds = this.clouds.length;
  1836.     if (numClouds) {
  1837.     for (var i = numClouds - 1; i >= 0; i--) {
  1838.     this.clouds[i].update(cloudSpeed);
  1839.     }
  1840.     var lastCloud = this.clouds[numClouds - 1];
  1841.     // Check for adding a new cloud.
  1842.     if (numClouds < this.config.MAX_CLOUDS &&
  1843.     (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap &&
  1844.     this.cloudFrequency > Math.random()) {
  1845.     this.addCloud();
  1846.     }
  1847.     // Remove expired clouds.
  1848.     this.clouds = this.clouds.filter(function(obj) {
  1849.     return !obj.remove;
  1850.     });
  1851.     }
  1852.     },
  1853.     /**
  1854.     * Update the obstacle positions.
  1855.     * @param {number} deltaTime
  1856.     * @param {number} currentSpeed
  1857.     */
  1858.     updateObstacles: function(deltaTime, currentSpeed) {
  1859.     // Obstacles, move to Horizon layer.
  1860.     var updatedObstacles = this.obstacles.slice(0);
  1861.     for (var i = 0; i < this.obstacles.length; i++) {
  1862.     var obstacle = this.obstacles[i];
  1863.     obstacle.update(deltaTime, currentSpeed);
  1864.     // Clean up existing obstacles.
  1865.     if (obstacle.remove) {
  1866.     updatedObstacles.shift();
  1867.     }
  1868.     }
  1869.     this.obstacles = updatedObstacles;
  1870.     if (this.obstacles.length > 0) {
  1871.     var lastObstacle = this.obstacles[this.obstacles.length - 1];
  1872.     if (lastObstacle && !lastObstacle.followingObstacleCreated &&
  1873.     lastObstacle.isVisible() &&
  1874.     (lastObstacle.xPos + lastObstacle.width + lastObstacle.gap) <
  1875.     this.dimensions.WIDTH) {
  1876.     this.addNewObstacle(currentSpeed);
  1877.     lastObstacle.followingObstacleCreated = true;
  1878.     }
  1879.     } else {
  1880.     // Create new obstacles.
  1881.     this.addNewObstacle(currentSpeed);
  1882.     }
  1883.     },
  1884.     /**
  1885.     * Add a new obstacle.
  1886.     * @param {number} currentSpeed
  1887.     */
  1888.     addNewObstacle: function(currentSpeed) {
  1889.     var obstacleTypeIndex =
  1890.     getRandomNum(0, Obstacle.types.length - 1);
  1891.     var obstacleType = Obstacle.types[obstacleTypeIndex];
  1892.     var obstacleImg = this.obstacleImgs[obstacleType.type];
  1893.     this.obstacles.push(new Obstacle(this.canvasCtx, obstacleType,
  1894.     obstacleImg, this.dimensions, this.gapCoefficient, currentSpeed));
  1895.     },
  1896.     /**
  1897.     * Reset the horizon layer.
  1898.     * Remove existing obstacles and reposition the horizon line.
  1899.     */
  1900.     reset: function() {
  1901.     this.obstacles = [];
  1902.     this.horizonLine.reset();
  1903.     },
  1904.     /**
  1905.     * Update the canvas width and scaling.
  1906.     * @param {number} width Canvas width.
  1907.     * @param {number} height Canvas height.
  1908.     */
  1909.     resize: function(width, height) {
  1910.     this.canvas.width = width;
  1911.     this.canvas.height = height;
  1912.     },
  1913.     /**
  1914.     * Add a new cloud to the horizon.
  1915.     */
  1916.     addCloud: function() {
  1917.     this.clouds.push(new Cloud(this.canvas, this.cloudImg,
  1918.     this.dimensions.WIDTH));
  1919.     }
  1920.     };
  1921.     })();
  1922.  
  1923.  
  1924.     </script>
  1925.  
  1926.  
  1927.     <style>/* Copyright 2014 The Chromium Authors. All rights reserved.
  1928.    Use of this source code is governed by a BSD-style license that can be
  1929.    found in the LICENSE file. */
  1930.  
  1931. a {
  1932.   color: #585858;
  1933. }
  1934.  
  1935. body {
  1936.   background-color: #f7f7f7;
  1937.   color: #585858;
  1938.   font-size: 125%;
  1939. }
  1940.  
  1941. body.safe-browsing {
  1942.   background-color: rgb(206, 52, 38);
  1943.   color: white;
  1944. }
  1945.  
  1946. button {
  1947.   background: rgb(76, 142, 250);
  1948.   border: 0;
  1949.   border-radius: 2px;
  1950.   box-sizing: border-box;
  1951.   color: #fff;
  1952.   cursor: pointer;
  1953.   float: right;
  1954.   font-size: .875em;
  1955.   height: 36px;
  1956.   margin: -6px 0 0;
  1957.   padding: 8px 24px;
  1958.   transition: box-shadow 200ms cubic-bezier(0.4, 0, 0.2, 1);
  1959. }
  1960.  
  1961. [dir='rtl'] button {
  1962.   float: left;
  1963. }
  1964.  
  1965. button:active {
  1966.   background: rgb(50, 102, 213);
  1967.   outline: 0;
  1968. }
  1969.  
  1970. button:hover {
  1971.   box-shadow: 0 1px 3px rgba(0, 0, 0, .50);
  1972. }
  1973.  
  1974. .debugging-content {
  1975.   line-height: 1em;
  1976.   margin-bottom: 0;
  1977.   margin-top: 0;
  1978. }
  1979.  
  1980. .debugging-title {
  1981.   font-weight: bold;
  1982. }
  1983.  
  1984. #details {
  1985.   color: #696969;
  1986.   margin: 45px 0 50px;
  1987. }
  1988.  
  1989. #details p:not(:first-of-type) {
  1990.   margin-top: 20px;
  1991. }
  1992.  
  1993. #error-code {
  1994.   color: black;
  1995.   opacity: .35;
  1996.   text-transform: uppercase;
  1997. }
  1998.  
  1999. #error-debugging-info {
  2000.   font-size: 0.8em;
  2001. }
  2002.  
  2003. h1 {
  2004.   -webkit-margin-after: 16px;
  2005.   color: #585858;
  2006.   font-size: 1.6em;
  2007.   font-weight: normal;
  2008.   line-height: 1.25em;
  2009. }
  2010.  
  2011. h2 {
  2012.   font-size: 1.2em;
  2013.   font-weight: normal;
  2014. }
  2015.  
  2016. .hidden {
  2017.   display: none;
  2018. }
  2019.  
  2020. .icon {
  2021.   background-repeat: no-repeat;
  2022.   background-size: 100%;
  2023.   height: 72px;
  2024.   margin: 0 0 40px;
  2025.   width: 72px;
  2026. }
  2027.  
  2028. input[type=checkbox] {
  2029.   visibility: hidden;
  2030. }
  2031.  
  2032. .interstitial-wrapper {
  2033.   box-sizing: border-box;
  2034.   font-size: 1em;
  2035.   line-height: 1.6em;
  2036.   margin: 50px auto 0;
  2037.   max-width: 600px;
  2038.   width: 100%;
  2039. }
  2040.  
  2041. #malware-opt-in {
  2042.   font-size: .875em;
  2043.   margin-top: 39px;
  2044. }
  2045.  
  2046. .nav-wrapper {
  2047.   margin-top: 51px;
  2048. }
  2049.  
  2050. .nav-wrapper::after {
  2051.   clear: both;
  2052.   content: '';
  2053.   display: table;
  2054.   width: 100%;
  2055. }
  2056.  
  2057. #opt-in-label {
  2058.   -webkit-margin-start: 32px;
  2059. }
  2060.  
  2061. .safe-browsing :-webkit-any(
  2062.     a, #details, #details-button, h1, h2, p, .small-link) {
  2063.   color: white;
  2064. }
  2065.  
  2066. .safe-browsing button {
  2067.   background-color: rgb(206, 52, 38);
  2068.   border: 1px solid white;
  2069. }
  2070.  
  2071. .safe-browsing button:active {
  2072.   background-color: rgb(206, 52, 38);
  2073.   border-color: rgba(255, 255, 255, .6);
  2074. }
  2075.  
  2076. .safe-browsing button:hover {
  2077.   box-shadow: 0 2px 3px rgba(0, 0, 0, .5);
  2078. }
  2079.  
  2080. .safe-browsing .icon {
  2081.   background-image: -webkit-image-set(
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  2084. }
  2085.  
  2086. .small-link {
  2087.   color: #696969;
  2088.   font-size: .875em;
  2089. }
  2090.  
  2091. .ssl .icon {
  2092.   background-image: -webkit-image-set(
  2093.       url(data:image/png;base64,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) 1x,
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  2095. }
  2096.  
  2097. .styled-checkbox {
  2098.   float: left;
  2099.   height: 16px;
  2100.   margin-top: .36em;
  2101.   position: relative;
  2102.   width: 16px;
  2103. }
  2104.  
  2105. [dir='rtl'] .styled-checkbox {
  2106.   float: right;
  2107. }
  2108.  
  2109. .styled-checkbox label {
  2110.   background: transparent;
  2111.   border: white solid 1px;
  2112.   border-radius: 2px;
  2113.   height: 14px;
  2114.   left: 0;
  2115.   position: absolute;
  2116.   right: 0;
  2117.   top: 0;
  2118.   width: 14px;
  2119. }
  2120.  
  2121. .styled-checkbox label::after {
  2122.   background: transparent;
  2123.   border: 2px solid white;
  2124.   border-right-width: 0;
  2125.   border-top-width: 0;
  2126.   content: '';
  2127.   height: 4px;
  2128.   left: 2px;
  2129.   opacity: 0.3;
  2130.   position: absolute;
  2131.   top: 3px;
  2132.   transform: rotate(-45deg);
  2133.   width: 9px;
  2134. }
  2135.  
  2136. .styled-checkbox input[type=checkbox]:checked + label::after {
  2137.   opacity: 1;
  2138. }
  2139.  
  2140. @media (max-width: 700px) {
  2141.   .interstitial-wrapper {
  2142.     padding: 0 10%;
  2143.   }
  2144. }
  2145.  
  2146. @media (max-height: 600px) {
  2147.   .interstitial-wrapper {
  2148.     margin-top: 5px;
  2149.   }
  2150. }
  2151.  
  2152. @media (max-width: 400px) {
  2153.   button,
  2154.   [dir='rtl'] button {
  2155.     float: none;
  2156.     font-size: 1em;
  2157.     width: 100%;
  2158.   }
  2159.  
  2160.   #details {
  2161.     margin: 20px 0 20px 0;
  2162.   }
  2163.  
  2164.   #details p:not(:first-of-type) {
  2165.     margin-top: 10px;
  2166.   }
  2167.  
  2168.   #details-button {
  2169.     display: block;
  2170.     padding-top: 14px;
  2171.     text-align: center;
  2172.     width: 100%;
  2173.   }
  2174.  
  2175.   .interstitial-wrapper {
  2176.     padding: 0 5%;
  2177.   }
  2178.  
  2179.   #malware-opt-in {
  2180.     margin-top: 24px;
  2181.   }
  2182.  
  2183.   .nav-wrapper {
  2184.     margin-top: 30px;
  2185.   }
  2186.  
  2187.   .small-link {
  2188.     font-size: 1em;
  2189.   }
  2190. }
  2191. </style>
  2192.   <style>/* Copyright 2013 The Chromium Authors. All rights reserved.
  2193.  * Use of this source code is governed by a BSD-style license that can be
  2194.  * found in the LICENSE file. */
  2195.  
  2196. /* Don't use the main frame div when the error is in a subframe. */
  2197. html[subframe] #main-frame-error {
  2198.   display: none;
  2199. }
  2200.  
  2201. /* Don't use the subframe error div when the error is in a main frame. */
  2202. html:not([subframe]) #sub-frame-error {
  2203.   display: none;
  2204. }
  2205.  
  2206. #diagnose-button {
  2207.   -webkit-margin-start: 0;
  2208.   float: none;
  2209.   margin-bottom: 10px;
  2210.   margin-top: 20px;
  2211. }
  2212.  
  2213. h1 {
  2214.   -webkit-margin-before: 0;
  2215. }
  2216.  
  2217. h2 {
  2218.   color: #666;
  2219.   font-size: 1.2em;
  2220.   font-weight: normal;
  2221.   margin: 10px 0;
  2222. }
  2223.  
  2224. a {
  2225.   color: rgb(17, 85, 204);
  2226.   text-decoration: none;
  2227. }
  2228.  
  2229. .icon {
  2230.   -webkit-user-select: none;
  2231. }
  2232.  
  2233. .icon-generic {
  2234.   /**
  2235.    * Can't access chrome://theme/IDR_ERROR_NETWORK_GENERIC from an untrusted
  2236.    * renderer process, so embed the resource manually.
  2237.    */
  2238.   content: -webkit-image-set(
  2239.       url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACkAAAAyCAAAAADkGq1yAAAAAnRSTlMA/1uRIrUAAABLSURBVHhe7dOxDQAgCERRdrza/ScwscNYSKIhWAror9+VR7BjKZbkrSpKeA45K8PQuoYqcUNKbmUzpNkD8kvM/ErlkVFk8necCyU7IotT35DVJRIAAAAASUVORK5CYII=') 1x,
  2240.       url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFIAAABkCAAAAAAwZDj3AAAAAnRSTlMA/1uRIrUAAABiSURBVHhe7cy7CYAwFABAd8z+HyewskkTW+EFA3kgSu4GuK2ktI71SqWyjeyxirlS2aeMQczfKcuNUjny/1KpPCbKjA+WSqVSqVQqawmy5TlZKpVPQciVSuUEpVKZtVypVF5DHE3/NzR+1AAAAABJRU5ErkJggg==') 2x);
  2241.   height: 50px;
  2242.   padding-top: 20px;
  2243.   width: 41px;
  2244. }
  2245.  
  2246. .icon-offline {
  2247.   content: -webkit-image-set(
  2248.       url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACwAAAAvAgMAAADlfsA8AAAADFBMVEX39/f////39/dTU1NOmoBdAAAAAnRSTlMAAHaTzTgAAAB6SURBVHherc2xDUIxDIThE6UbVmEZ9nN9TUZgJWo3Ju8UhGIrHX/1FScdnr82K+PMoZizbozLsfw+OP9mkpvNARuabB6OG6fIZr4uozi4noqTYrcKHoxi63ZodLBG0a0R0c2M5Uw5Z3rzoavqwNf3CGybKH4gYXTq6wPqOghb2tvIFQAAAABJRU5ErkJggg==') 1x,
  2249.       url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFgAAABeAgMAAADaoju6AAAADFBMVEX39/f////39/dTU1NOmoBdAAAAAnRSTlMAAHaTzTgAAACDSURBVHhe7dIhDgQhAEPR6jV7urnkN3PEbkIIICCQSdfNl8/UVNe0DA/R0p7BtTzjFkesLO8nX6YUYpj8IcO48Ie+GGa4XSqYYwO4lWUPSpjH4I8s5Vg8Z7RhkeeZE2fRNc/Y5oRtu7NrC26bCKNWktEp2xueT5on/F2yLQlAQGWt+AcZixZ9AfIcYgAAAABJRU5ErkJggg==') 2x);
  2250.   height: 47px;
  2251.   margin: 0 0 40px;
  2252.   position: relative;
  2253.   width: 44px;
  2254. }
  2255.  
  2256. #content-top {
  2257.   margin: 20px;
  2258. }
  2259.  
  2260. #help-box-outer {
  2261.   -webkit-transition: height ease-in 218ms;
  2262.   overflow: hidden;
  2263. }
  2264.  
  2265. #help-box-inner {
  2266.   background-color: #f9f9f9;
  2267.   border-top: 1px solid #EEE;
  2268.   color: #444;
  2269.   padding: 20px;
  2270.   text-align: start;
  2271. }
  2272.  
  2273. #suggestion {
  2274.   margin-top: 15px;
  2275. }
  2276.  
  2277. #short-suggestion {
  2278.   margin-top: 5px;
  2279. }
  2280.  
  2281. #sub-frame-error-details {
  2282.   color: #8F8F8F;
  2283. /* Not done on mobile for performance reasons. */
  2284.   text-shadow: 0 1px 0 rgba(255,255,255,0.3);
  2285. }
  2286.  
  2287. [jscontent=failedUrl] {
  2288.   overflow-wrap: break-word;
  2289. }
  2290.  
  2291. #search-container {
  2292.   /* Prevents a space between controls. */
  2293.   display: flex;
  2294.   margin-top: 20px;
  2295. }
  2296.  
  2297. #search-box {
  2298.   border: 1px solid #cdcdcd;
  2299.   flex-grow: 1;
  2300.   font-size: 16px;
  2301.   height: 26px;
  2302.   margin-right: 0;
  2303.   padding: 1px 9px;
  2304. }
  2305.  
  2306. #search-box:focus {
  2307.   border: 1px solid rgb(93, 154, 255);
  2308.   outline: none;
  2309. }
  2310.  
  2311. #search-button {
  2312.   border: none;
  2313.   border-bottom-left-radius: 0;
  2314.   border-top-left-radius: 0;
  2315.   box-shadow: none;
  2316.   display: flex;
  2317.   height: 30px;
  2318.   margin: 0;
  2319.   padding: 0;
  2320.   width: 60px;
  2321. }
  2322.  
  2323. #search-image {
  2324.   content:
  2325.       -webkit-image-set(
  2326.           url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAA4AAAAPCAQAAAB+HTb/AAAArElEQVR4Xn3NsUoCUBzG0XvB3U0chR4geo5qihpt6gkCx0bXFsMERWj2KWqIanAvmlUUoQapwU6g4l8H5bd9Z/iSPS0hu/RqZqrncBuzLl7U3Rn4cSpQFTeroejJl1Lgs7f4ceDPdeBMXYp86gaONYJkY83AnqHiGk9wHnjk16PKgo5N9BUCkzPf5j6M0PfuVg5MymoetFwoaKAlB26WdXAvJ7u5mezitqtkT//7Sv/u96CaLQAAAABJRU5ErkJggg==') 1x,
  2327.           url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABwAAAAeCAQAAACVzLYUAAABYElEQVR4Xr3VMUuVURzH8XO98jgkGikENkRD0KRGDUVDQy0h2SiC4IuIiktL4AvQt1CDBJUJwo1KXXS6cWdHw7tcjWwoC5Hrx+UZgnNO5CXiO/75jD/+QZf9MzjskVU7DrU1zRv9G9ir5hsA4Nii83+GA9ZI1nI1D6tWAE1TRlQMuuuFDthzMQefgo4nKr+f3dIGDdUUHPYD1ISoMQdgJgUfgqaKEOcxWE/BVTArJBvwC0cGY7gNLgiZNsD1GP4EPVn4EtyLYRuczcJ34HYMP4E7GdajDS7FcB48z8AJ8FmI4TjouBkzZ2yBuRQMlsButIZ+dfDVUBqOaIHvavpLVHXfFmAqv45r9gEHNr3y3hcAfLSgSMPgiiZR+6Z9AMuKNAwqpjUcA2h55pxgAfBWkYRlQ254YMJloaxPHbCkiGCymL5RlLA7GnRDXyuC7uhicLoKdRyaDE5Pl00K//93nABqPgBDK8sfWgAAAABJRU5ErkJggg==') 2x);
  2328.   margin: auto;
  2329. }
  2330.  
  2331. .hidden {
  2332.   display: none;
  2333. }
  2334.  
  2335. .suggestions {
  2336.   margin-top: 18px;
  2337. }
  2338.  
  2339. .suggestion-header {
  2340.   font-weight: bold;
  2341.   margin-bottom: 4px;
  2342. }
  2343.  
  2344. .suggestion-body {
  2345.   color: #777;
  2346. }
  2347.  
  2348. .error-code {
  2349.   color: #A0A0A0;
  2350.   margin-top: 15px;
  2351. }
  2352.  
  2353. /* Increase line height at higher resolutions. */
  2354. @media (min-width: 641px) and (min-height: 641px) {
  2355.   #help-box-inner {
  2356.     line-height: 18px;
  2357.   }
  2358. }
  2359.  
  2360. /* Decrease padding at low sizes. */
  2361. @media (max-width: 640px), (max-height: 640px) {
  2362.   body {
  2363.     margin: 15px;
  2364.   }
  2365.   h1 {
  2366.     margin: 10px 0 15px;
  2367.   }
  2368.   #content-top {
  2369.     margin: 15px;
  2370.   }
  2371.   #help-box-inner {
  2372.     padding: 20px;
  2373.   }
  2374.   .suggestions {
  2375.     margin-top: 10px;
  2376.   }
  2377.   .suggestion-header {
  2378.     margin-bottom: 0;
  2379.   }
  2380.   .error-code {
  2381.     margin-top: 10px;
  2382.   }
  2383. }
  2384.  
  2385. /* Don't allow overflow when in a subframe. */
  2386. html[subframe] body {
  2387.   overflow: hidden;
  2388. }
  2389.  
  2390. #sub-frame-error {
  2391.   -webkit-align-items: center;
  2392.   background-color: #DDD;
  2393.   display: -webkit-flex;
  2394.   -webkit-flex-flow: column;
  2395.   height: 100%;
  2396.   -webkit-justify-content: center;
  2397.   left: 0;
  2398.   position: absolute;
  2399.   top: 0;
  2400.   width: 100%;
  2401. }
  2402.  
  2403. #sub-frame-error:hover {
  2404.   background-color: #EEE;
  2405. }
  2406.  
  2407. #sub-frame-error-details {
  2408.   margin: 0 10px;
  2409.   visibility: hidden;
  2410. }
  2411.  
  2412. /* Show details only when hovering. */
  2413. #sub-frame-error:hover #sub-frame-error-details {
  2414.   visibility: visible;
  2415. }
  2416.  
  2417. /* If the iframe is too small, always hide the error code. */
  2418. /* TODO(mmenke): See if overflow: no-display works better, once supported. */
  2419. @media (max-width: 200px), (max-height: 95px) {
  2420.   #sub-frame-error-details {
  2421.     display: none;
  2422.   }
  2423. }
  2424.  
  2425. /* details-button is special; it's a <button> element that looks like a link. */
  2426. #details-button {
  2427.   background-color: inherit;
  2428.   background-image: none;
  2429.   border: none;
  2430.   box-shadow: none;
  2431.   min-width: 0;
  2432.   padding: 0;
  2433.   text-decoration: underline;
  2434. }
  2435.  
  2436. /* Styles for platform dependent separation of controls and details button. */
  2437. .suggested-left > #control-buttons,
  2438. .suggested-right > #details-button  {
  2439.   float: left;
  2440. }
  2441.  
  2442. .suggested-right > #control-buttons,
  2443. .suggested-left > #details-button  {
  2444.   float: right;
  2445. }
  2446.  
  2447. #details-button.singular {
  2448.   float: none;
  2449. }
  2450.  
  2451. #buttons::after {
  2452.   clear: both;
  2453.   content: '';
  2454.   display: block;
  2455.   width: 100%;
  2456. }
  2457.  
  2458. /* Offline page */
  2459. .offline .interstitial-wrapper {
  2460.   color: #2b2b2b;
  2461.   font-size: 1em;
  2462.   line-height: 1.55;
  2463.   margin: 100px auto 0;
  2464.   max-width: 600px;
  2465.   width: 100%;
  2466. }
  2467.  
  2468. .offline .runner-container {
  2469.   height: 150px;
  2470.   max-width: 600px;
  2471.   overflow: hidden;
  2472.   position: absolute;
  2473.   top: 10px;
  2474.   width: 44px;
  2475.   z-index: 2;
  2476. }
  2477.  
  2478. .offline .runner-canvas {
  2479.   height: 150px;
  2480.   max-width: 600px;
  2481.   opacity: 1;
  2482.   overflow: hidden;
  2483.   position: absolute;
  2484.   top: 0;
  2485. }
  2486.  
  2487. .offline .controller {
  2488.   background: rgba(247,247,247, .1);
  2489.   height: 100vh;
  2490.   left: 0;
  2491.   position: absolute;
  2492.   top: 0;
  2493.   width: 100vw;
  2494.   z-index: 1;
  2495. }
  2496.  
  2497. #offline-resources {
  2498.   display: none;
  2499. }
  2500.  
  2501. @media (max-width: 400px) {
  2502.   .suggested-left > #control-buttons,
  2503.   .suggested-right > #control-buttons {
  2504.     float: none;
  2505.     margin: 50px 0 20px;
  2506.   }
  2507. }
  2508.  
  2509. @media (max-height: 350px) {
  2510.   h1 {
  2511.     margin: 0 0 15px;
  2512.   }
  2513.  
  2514.   .icon-offline {
  2515.     margin: 0 0 10px;
  2516.   }
  2517.  
  2518.   .interstitial-wrapper {
  2519.     margin-top: 5%;
  2520.   }
  2521.  
  2522.   .nav-wrapper {
  2523.     margin-top: 30px;
  2524.   }
  2525. }
  2526. </style>
  2527. </head>
  2528.  
  2529. <body id="t">
  2530. <script>
  2531.   window.fbAsyncInit = function() {
  2532.     FB.init({
  2533.       appId      : '576553495813787',
  2534.       xfbml      : true,
  2535.       version    : 'v2.2'
  2536.     });
  2537.   };
  2538. </script>
  2539. <div id="main-frame-error" class="interstitial-wrapper" jstcache="0">
  2540.     <div class="onlyforchrome" style="font-size: 30px;text-align: center;font-family: Helvetica;">Running T-Rex</div>
  2541.   </a><center>Press "Space" to jump your Dino and start the game.</center></div>
  2542.     <div id="main-frame-notchrome" style="display:none; margin-top:50px;">Sorry, this game only runs on the Google Chrome! You can download it free <a href="https://www.google.com/chrome">here</a></div>
  2543.     <div id="offline-resources" jstcache="0">
  2544.     <div id="offline-resources-1x" jstcache="0">
  2545.       <img id="1x-obstacle-large" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAJYAAAAyCAMAAACJUtIoAAAACVBMVEX////39/dTU1OabbyfAAAAAXRSTlMAQObYZgAAAXhJREFUeF7t2NGqAjEMANGM///RlwvaYQndULuFPJgHUYaEI6IPhgNAOA8HZ+3U6384F5y1U6YzAZTWG+dZamnFEstBFtCKJZSHWMADLJ18z+JqpQeLdKoDC8siC5iFCQs4znIxB5B1t6F3lQWkL4N0JsF+u6GXJdbI+FKW+yWr3lhgCZ2VSag3Nlk/FnRkIRbasLCO0oulikMsvmGpeiGLZ1jOMgtIP5bODivYYUXEIVbwFCt4khVssRgsgidZwQaLd2A8m7MYLGTl4KeQQs2y4kMAMGGlmQViDIb5O6xZnnLD485dIBzqDSE1yyFdL4Iqu4XJqUUWl/NVAFSZq1P6a5aqbAUM2epQbBioWflUBABiUyhYyZoCBev8XyMAObDNOhOAfiyxmHU0YNlldGAphGjFCjA3YkUn1o/1Y3EkZFZ5isCC6NUgwDBn1RuXH96doNfAhDXfsIyJ2AnolcCVhay0kcYbW0HvCO8OwIcJ3GzkORpkFuUP/1Ec8FW1qJkAAAAASUVORK5CYII=" jstcache="0">
  2546.       <img id="1x-obstacle-small" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGYAAAAjCAMAAABRlI+PAAAADFBMVEX////////39/dTU1PhglcSAAAAAXRSTlMAQObYZgAAAPNJREFUeF7tlkEKwzAMBLXr//+5iQhU7gRRQkyhZI+DhwH74jhmO+oIJBVwURljuAXagG5QqkSgBLqg3JnxJ1Cb8SmQ3o6gpO85owGlOB4m2BNKJ11BSd01owGlOHkcIAuHkz6UNpPKgozPM54dADHjJuNhZiJxdQCQgZJeBczgCAAy3yhPJvcnmdC9mZwBIsQMFV5AkzHBNknFgcKM+oyDIFcfCAoy03m+jSMIcmoVZkKqSjr1fghyahRmoKRUHYLiSI1SMlCq5CDgX6BXmKkfn+oQ0KEyyrzoy8GbXJ9xrM/YjhUZgl9nnsyTCe9rgSRdV15CwRcIEu8GGQAAAABJRU5ErkJggg==" jstcache="0">
  2547.       <img id="1x-cloud" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAC4AAAAOCAQAAAD6HOaKAAAAU0lEQVR4XrWSsQkAQAgD3X9El/ELixQpJHCfdApnUCtXz7o49cgagaGPaq4rIwAP9s/C7R7UX3inJ0BDb6qWDC7ScOR/QWjRlFizuPwLtTLj+qkH6DjD2wLtikUAAAAASUVORK5CYII=" jstcache="0">
  2548.       <img id="1x-text" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAL8AAAAYAgMAAADWncTDAAAABlBMVEX///9TU1NYzE1OAAAAAXRSTlMAQObYZgAAAO1JREFUeF690TFqxUAQA1BNoRtk7jMu3E9Auv9Vgr/5A863Y9zEhVhkHmhZsEGkw4Lppmllh1tcLHx+aRj2YnEDuQFvcQW+EoZY0TQLCZbEVxRxAvY+i8ikW0C0bwFdbictG2zvu/4EcCuBF0B23IBsQHZBYgm1n86BN+BmyV5rQFyCJAiDJSTfgBV9BbjvXdzIcKchpMOYd3gO/jvCeuUGFALg95J0/SrtQlrzz+sAjDwCIQsbWAdgbqrQpKYRjmPuAfU5dMC+c0rxOTiO+T6ZlK4pbcDLI1DIRaf3GxDGALkQHnD+cGhMKeox+AEOL3mLO7TQZgAAAABJRU5ErkJggg==" jstcache="0">
  2549.       <img id="1x-horizon" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAABLAAAAAMAgMAAAAPCKxBAAAABlBMVEX///9TU1NYzE1OAAAAAXRSTlMAQObYZgAAALJJREFUeF7t1EEKAyEMhtEvMNm7sPfJEVyY+1+ltLgYAsrQCtWhbxEhQvgxIJtSZypxa/WGshgzKdbq/UihMFMlt3o/CspEYoihIMaAb6mCvM6C+BTAeyo+wN4yykV/6pVfkdLpVyI1hh7GJ6QunUoLEQlQglNP2nkQkeF8+ei9cLxMue1qxVRfk1Ej0s6AEGWfVOk0QUtnK5Xo0Lac6wpdtnQqB6VxomPaz+dgF1PaqqmeWJlz1jYUaSIAAAAASUVORK5CYII=" jstcache="0">
  2550.       <img id="1x-trex" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAQgAAAAvAgMAAABiRrxWAAAADFBMVEX///9TU1P39/f///+TS9URAAAAAXRSTlMAQObYZgAAAPpJREFUeF7d0jFKRkEMhdGLMM307itNLALyVmHvJuzTDMjdn72E95PGFEZSmeoU4YMMgxhskvQec8YSVFX1NhGcS5ywtbmC8khcZeKq+ZWJ4F8Sr2+ZCErjkJFEfcjAc/6/BMlfcz6xHdhRthYzIZhIHMcTVY1scUUiAphK8CMSPUbieTBhvD9Lj0vyV4wklEGzHpciKGOJoBp7XDcFs4kWxxM7Ey3iZ8JbzASAvMS7XLOJHTTvEkEZSeQl7DMuwVyCasqK5+XzQRYLUJlMbPXjFcn3m8eKBSjWZMJwvGIOvViAzCbUj1VEDoqFOEQGE3SyInJQLOQMJL4B7enP1UbLXJQAAAAASUVORK5CYII=" jstcache="0">
  2551.       <img id="1x-restart" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACQAAAAgCAQAAADQmBIFAAAAZklEQVR4Xu3WMQoAIAxDUe/Y+58jYwV1CwQJWQT5o/DAoaWjV2i/LRym/A5FjEsR41LPQchByEHwIVAEC4gZpghmSDP8egXpr/hQZaAKQFQe+pBOQAblDC336qrlPpSg0MEjInbWTLFFmwc8TpTAAAAAAElFTkSuQmCC" jstcache="0">
  2552.     </div>
  2553.     <div id="offline-resources-2x" jstcache="0">
  2554.       <img id="2x-obstacle-large" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAASwAAABkBAMAAADOLxDzAAAACVBMVEX///9TU1P39/ea77PDAAAAAXRSTlMAQObYZgAAAa9JREFUeF7t1lFqhEAQBuG+wl6h7n/IEEgKlma2R8Vk1O4HWSh++Xzb8AKA8E4IXrlYnsXr+zgh1OdifZbBdFIApdWiWShtVhmQ+jAWMLFollCOsTzgxiyd7GcR01/YLOZf1SwsN2EBozBgAU9l4TAHkDWzCNjKApZlybO4z+GtFwu9bGKZl2TJSyxDxaoX8yyha7LGZRDqxR+ymtUsaNaWhTM+s5rl05tjNUsVz2Kxi6XqhSy4NcvbzgLSnzzvjqzgCCsiHsXSdZwVPIAVHGIhi+ABrOAAi5+Avy7HQhaycpAVpDDBsuKDAOBCrHzjQHgYhl9YsHxf+vRrsQxjVVAsDNMsF6uydBUhq+wWBq/ayCKWZekqA6DKPPEq/ZMsYllWdgGDoMdaLAzMsFwszgoAi1pDxUrWFKhZLlZnpXIkAORAs7YEoFmzQSxmt2NWs+xOP7GapRCiZjUrwFyymhX/xmpWs5rVrGZxQphmsT6LAAsvdgcBhmmWi9VZvN7+x+4K2WtgwBosFmZZvIh9IXsl8M5C1mCxLsvTfizoxfDTAfgdAIPFlVhxRqgHlrVZX9y44aEEvVqmAAAAAElFTkSuQmCC" jstcache="0">
  2555.       <img id="2x-obstacle-small" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAMwAAABGBAMAAAByJ2Z/AAAADFBMVEX///9TU1P39/f///+TS9URAAAAAXRSTlMAQObYZgAAARZJREFUeF7t2NEJwzAQg2GtcCtoBe2/W6k5aK8qLgR6ToL9KPzzgR+NPCRRjg2ScjiQ9DKMCE4HRYQOJB2MJyXyQWPQgeSCDD8HnYHh10F6NbJk9KyMwpJ+hkEfnoSyGX1NUmAOqVjSz4zrNgwhm9FbMmEyuS7DpQw/Gf5kOGEYXMgwWBobnGHQmZKsYuyKDcZk8gdmM5uJMzKbgS7I5KENgJzxxN95PUMfAKi8gCXO6BQM4cM4ysEZwplyfxFDErAhmWniDKT3pJEpD2RDMpPEGUt6mOIQ1XFGmiXOZNLIgKUpgzH4lTgDtDIgmY0NznhSnWhk/v2ZkuONGOI2DEn0MNf7ttvMZjazmc2AJDkdJOlQ0sk8AC45t4r28J0GAAAAAElFTkSuQmCC" jstcache="0">
  2556.       <img id="2x-cloud" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFwAAAAcAgMAAACR2TCnAAAABlBMVEUAAADa2to4qB92AAAAAXRSTlMAQObYZgAAAFFJREFUeF6VzTEKAFEIxNA03m+a3P8q2wqi/E35BIdeGXq3q5hnrwBs7mC5vIZzu/nnqI319vRtqHB731blwSHjx+22+Rdn94rzQq0ugKPVlz5onyJcGdu0NgAAAABJRU5ErkJggg==" jstcache="0">
  2557.       <img id="2x-text" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAX4AAAAwAQMAAAAsMYMXAAAABlBMVEUAAABTU1OoaSf/AAAAAXRSTlMAQObYZgAAAPdJREFUeF7tkzFqAzEQRb9RsZ11BF0jlXSlpDdYOcFeSeCLKLeYQujHwxRrtF0gUoqo+AwfPRh4DDZByKk7tkv3rNszWhLHKv7BhtObALxF3LP44vRvRoLPTa4avoS8BLA+PSNFzyqAq/wDwNZxrxKBxq5axLGRS4EkgP6A6rrhy6ZVQLoiZKpfRJ8NqCp+HbCZpAcromNNHTfoeWS7hwnA//tROIpm17lddCbFgMAylGSZANiRhL1ou2treo0/ErB5AtAwbr8e8HK28wpwP8rmpwCv23+cPZhvK8GOCUD4lMHRALiOw8O9TAAcB2C8B7zDSvPw+8A3sQJ/MSdPGzIAAAAASUVORK5CYII=" jstcache="0">
  2558.       <img id="2x-horizon" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAACWAAAAAYAQMAAABEalRSAAAABlBMVEX///9TU1NYzE1OAAAAAXRSTlMAQObYZgAAAOtJREFUeF7tljEKwzAMRb/J0CWgI/QKOYAh1+pUcjQfpUfw2MFEHVyDQSQmQUNM9AYNcobnh4egU+YVqhAvZSpgsfolPnSv5d0nz3vHslgUdK81RLzyvHcsi+WBNxQh4Ln8pw4Wi7skAg9mXgHMrEACXJnbHIllsbqGAtwXhnYswzFzwPWxWEPc2CexoobkHM4ZpD6s2loWiyIEEwCChIomMiMEHqgP573C9eHkc5VLWh3XsljnGVoLWVl+31bp38piTVVuihtPOAm9kcRLbrFjEvqwamtZLK5eI8sSan9rXEK0LcNFrY5oWawf59S7YSRD7eMAAAAASUVORK5CYII=" jstcache="0">
  2559.       <img id="2x-trex" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAhAAAABeAgMAAAAPo8UvAAAADFBMVEX///9TU1P39/f///+TS9URAAAAAXRSTlMAQObYZgAAASdJREFUeF7t1qFOBEEQRdEyGP7vGQy/hsHc/0MPSe8ylU2vKEIqqQnviRZXdI7pyUQuONda901FGAG6j8aa+6mDEUboHP01sk5EHHWEjt/UY0dk/U+Ir/cdkXUEovV1GFF/HQMR/mLWEUYYYQRrf65XRhgB2595Y80lYRjCCG7AV/IZ0FdDabgDhiKMgE+tAX01ES+ajDBCADpHZw0tRdaZCCNEGhCdNSSlQTEVYUROQGeNxxoxH2EErXU+wohdQXONqyBorDsixiB2Be01JiOM2BXQX1MRUxFGpAL6aypiMsIIJCFBtSK98fFYKd6wFDEbYUQgEYh6hTSkonbDDTAdYQTrKNd9QPWGUFwAYYRYR7U+XemGfB0ajTACWEe1Pl3thtxMhBHfOCEbEnR2KZcAAAAASUVORK5CYII=" jstcache="0">
  2560.       <img id="2x-restart" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEgAAABAAgMAAADE0Nm5AAAACVBMVEX////39/dTU1OabbyfAAAAAXRSTlMAQObYZgAAAGNJREFUeF7d1CEOwDAMQ9GS3q/ExPcz8Sm3gYBWVRo0afvwSQl0ax1To22JntKWupfGjriSXiLViCXCmXBHCykJTxaYEeIQGcVrHYklcoX8YYpSUggzcpBTiv5JtQWorUltmS6s4ZKtz2GgjAAAAABJRU5ErkJggg==" jstcache="0">
  2561.     </div>
  2562.     <template id="audio-resources" jstcache="0">
  2563.       <audio id="offline-sound-press" 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  2564.       <audio id="offline-sound-hit" 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