T-rex game code

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<head>

<title>T-Rex Game</title>

<meta name="description" content="Ripped T-Rex/Dino game of Chromium">

<meta property="og:title" content="Play the hidden T-Rex Dinosaur game of Chromium .">

<meta property="og:type" content="article">


<meta property="og:description" content="Google Chrome has a hidden T-Rex game only for offline mode. But now, you can enjoy it any time and on any device, but you gotta stay online!!!">

<meta name="twitter:description" content="Check out the cool hidden game from Google Chrome!">


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    // Copyright (c) 2014 The Chromium Authors. All rights reserved.

    // Use of this source code is governed by a BSD-style license that can be

    // found in the LICENSE file.

    (function() {

    'use strict';

    /**

    * T-Rex runner.

    * @param {string} outerContainerId Outer containing element id.

    * @param {object} opt_config

    * @constructor

    * @export

    */

    function Runner(outerContainerId, opt_config) {

    // Singleton

    if (Runner.instance_) {

    return Runner.instance_;

    }

    Runner.instance_ = this;

    this.outerContainerEl = document.querySelector(outerContainerId);

    this.containerEl = null;

    this.detailsButton = this.outerContainerEl.querySelector('#details-button');

    this.config = opt_config || Runner.config;

    this.dimensions = Runner.defaultDimensions;

    this.canvas = null;

    this.canvasCtx = null;

    this.tRex = null;

    this.distanceMeter = null;

    this.distanceRan = 0;

    this.highestScore = 0;

    this.time = 0;

    this.runningTime = 0;

    this.msPerFrame = 1000 / FPS;

    this.currentSpeed = this.config.SPEED;

    this.obstacles = [];

    this.started = false;

    this.activated = false;

    this.crashed = false;

    this.paused = false;

    this.resizeTimerId_ = null;

    this.playCount = 0;

    // Sound FX.

    this.audioBuffer = null;

    this.soundFx = {};

    // Global web audio context for playing sounds.

    this.audioContext = null;

    // Images.

    this.images = {};

    this.imagesLoaded = 0;

    this.loadImages();

    }

    window['Runner'] = Runner;

    /**

    * Default game width.

    * @const

    */

    var DEFAULT_WIDTH = 600;

    /**

    * Frames per second.

    * @const

    */

    var FPS = 60;

    /** @const */

    var IS_HIDPI = window.devicePixelRatio > 1;

    /** @const */

    var IS_IOS =

    window.navigator.userAgent.indexOf('UIWebViewForStaticFileContent') > -1;

    /** @const */

    var IS_MOBILE = window.navigator.userAgent.indexOf('Mobi') > -1 || IS_IOS;

    /** @const */

    var IS_TOUCH_ENABLED = 'ontouchstart' in window;

    /**

    * Default game configuration.

    * @enum {number}

    */

    Runner.config = {

    ACCELERATION: 0.001,

    BG_CLOUD_SPEED: 0.2,

    BOTTOM_PAD: 10,

    CLEAR_TIME: 3000,

    CLOUD_FREQUENCY: 0.5,

    GAMEOVER_CLEAR_TIME: 750,

    GAP_COEFFICIENT: 0.6,

    GRAVITY: 0.6,

    INITIAL_JUMP_VELOCITY: 12,

    MAX_CLOUDS: 6,

    MAX_OBSTACLE_LENGTH: 3,

    MAX_SPEED: 12,

    MIN_JUMP_HEIGHT: 35,

    MOBILE_SPEED_COEFFICIENT: 1.2,

    RESOURCE_TEMPLATE_ID: 'audio-resources',

    SPEED: 6,

    SPEED_DROP_COEFFICIENT: 3

    };

    /**

    * Default dimensions.

    * @enum {string}

    */

    Runner.defaultDimensions = {

    WIDTH: DEFAULT_WIDTH,

    HEIGHT: 150

    };

    /**

    * CSS class names.

    * @enum {string}

    */

    Runner.classes = {

    CANVAS: 'runner-canvas',

    CONTAINER: 'runner-container',

    CRASHED: 'crashed',

    ICON: 'icon-offline',

    TOUCH_CONTROLLER: 'controller'

    };

    /**

    * Image source urls.

    * @enum {array.<object>}

    */

    Runner.imageSources = {

    LDPI: [

    {name: 'CACTUS_LARGE', id: '1x-obstacle-large'},

    {name: 'CACTUS_SMALL', id: '1x-obstacle-small'},

    {name: 'CLOUD', id: '1x-cloud'},

    {name: 'HORIZON', id: '1x-horizon'},

    {name: 'RESTART', id: '1x-restart'},

    {name: 'TEXT_SPRITE', id: '1x-text'},

    {name: 'TREX', id: '1x-trex'}

    ],

    HDPI: [

    {name: 'CACTUS_LARGE', id: '2x-obstacle-large'},

    {name: 'CACTUS_SMALL', id: '2x-obstacle-small'},

    {name: 'CLOUD', id: '2x-cloud'},

    {name: 'HORIZON', id: '2x-horizon'},

    {name: 'RESTART', id: '2x-restart'},

    {name: 'TEXT_SPRITE', id: '2x-text'},

    {name: 'TREX', id: '2x-trex'}

    ]

    };

    /**

    * Sound FX. Reference to the ID of the audio tag on interstitial page.

    * @enum {string}

    */

    Runner.sounds = {

    BUTTON_PRESS: 'offline-sound-press',

    HIT: 'offline-sound-hit',

    SCORE: 'offline-sound-reached'

    };

    /**

    * Key code mapping.

    * @enum {object}

    */

    Runner.keycodes = {

    JUMP: {'38': 1, '32': 1}, // Up, spacebar

    DUCK: {'40': 1}, // Down

    RESTART: {'13': 1} // Enter

    };

    /**

    * Runner event names.

    * @enum {string}

    */

    Runner.events = {

    ANIM_END: 'webkitAnimationEnd',

    CLICK: 'click',

    KEYDOWN: 'keydown',

    KEYUP: 'keyup',

    MOUSEDOWN: 'mousedown',

    MOUSEUP: 'mouseup',

    RESIZE: 'resize',

    TOUCHEND: 'touchend',

    TOUCHSTART: 'touchstart',

    VISIBILITY: 'visibilitychange',

    BLUR: 'blur',

    FOCUS: 'focus',

    LOAD: 'load'

    };

    Runner.prototype = {

    /**

    * Setting individual settings for debugging.

    * @param {string} setting

    * @param {*} value

    */

    updateConfigSetting: function(setting, value) {

    if (setting in this.config && value != undefined) {

    this.config[setting] = value;

    switch (setting) {

    case 'GRAVITY':

    case 'MIN_JUMP_HEIGHT':

    case 'SPEED_DROP_COEFFICIENT':

    this.tRex.config[setting] = value;

    break;

    case 'INITIAL_JUMP_VELOCITY':

    this.tRex.setJumpVelocity(value);

    break;

    case 'SPEED':

    this.setSpeed(value);

    break;

    }

    }

    },

    /**

    * Load and cache the image assets from the page.

    */

    loadImages: function() {

    var imageSources = IS_HIDPI ? Runner.imageSources.HDPI :

    Runner.imageSources.LDPI;

    var numImages = imageSources.length;

    for (var i = numImages - 1; i >= 0; i--) {

    var imgSource = imageSources[i];

    this.images[imgSource.name] = document.getElementById(imgSource.id);

    }

    this.init();

    },

    /**

    * Load and decode base 64 encoded sounds.

    */

    loadSounds: function() {

    if (!IS_IOS) {

    this.audioContext = new AudioContext();

    var resourceTemplate =

    document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content;

    for (var sound in Runner.sounds) {

    var soundSrc =

    resourceTemplate.getElementById(Runner.sounds[sound]).src;

    soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1);

    var buffer = decodeBase64ToArrayBuffer(soundSrc);

    // Async, so no guarantee of order in array.

    this.audioContext.decodeAudioData(buffer, function(index, audioData) {

    this.soundFx[index] = audioData;

    }.bind(this, sound));

    }

    }

    },

    /**

    * Sets the game speed. Adjust the speed accordingly if on a smaller screen.

    * @param {number} opt_speed

    */

    setSpeed: function(opt_speed) {

    var speed = opt_speed || this.currentSpeed;

    // Reduce the speed on smaller mobile screens.

    if (this.dimensions.WIDTH < DEFAULT_WIDTH) {

    var mobileSpeed = speed * this.dimensions.WIDTH / DEFAULT_WIDTH *

    this.config.MOBILE_SPEED_COEFFICIENT;

    this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed;

    } else if (opt_speed) {

    this.currentSpeed = opt_speed;

    }

    },

    /**

    * Game initialiser.

    */

    init: function() {

    // Hide the static icon.

    //document.querySelector('.' + Runner.classes.ICON).style.visibility = 'hidden';

    this.adjustDimensions();

    this.setSpeed();

    this.containerEl = document.createElement('div');

    this.containerEl.className = Runner.classes.CONTAINER;

    // Player canvas container.

    this.canvas = createCanvas(this.containerEl, this.dimensions.WIDTH,

    this.dimensions.HEIGHT, Runner.classes.PLAYER);

    this.canvasCtx = this.canvas.getContext('2d');

    this.canvasCtx.fillStyle = '#f7f7f7';

    this.canvasCtx.fill();

    Runner.updateCanvasScaling(this.canvas);

    // Horizon contains clouds, obstacles and the ground.

    this.horizon = new Horizon(this.canvas, this.images, this.dimensions,

    this.config.GAP_COEFFICIENT);

    // Distance meter

    this.distanceMeter = new DistanceMeter(this.canvas,

    this.images.TEXT_SPRITE, this.dimensions.WIDTH);

    // Draw t-rex

    this.tRex = new Trex(this.canvas, this.images.TREX);

    this.outerContainerEl.appendChild(this.containerEl);

    if (IS_MOBILE) {

    this.createTouchController();

    }

    this.startListening();

    this.update();

    window.addEventListener(Runner.events.RESIZE,

    this.debounceResize.bind(this));

    },

    /**

    * Create the touch controller. A div that covers whole screen.

    */

    createTouchController: function() {

    this.touchController = document.createElement('div');

    this.touchController.className = Runner.classes.TOUCH_CONTROLLER;

    },

    /**

    * Debounce the resize event.

    */

    debounceResize: function() {

    if (!this.resizeTimerId_) {

    this.resizeTimerId_ =

    setInterval(this.adjustDimensions.bind(this), 250);

    }

    },

    /**

    * Adjust game space dimensions on resize.

    */

    adjustDimensions: function() {

    clearInterval(this.resizeTimerId_);

    this.resizeTimerId_ = null;

    var boxStyles = window.getComputedStyle(this.outerContainerEl);

    var padding = Number(boxStyles.paddingLeft.substr(0,

    boxStyles.paddingLeft.length - 2));

    this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - padding * 2;

    // Redraw the elements back onto the canvas.

    if (this.canvas) {

    this.canvas.width = this.dimensions.WIDTH;

    this.canvas.height = this.dimensions.HEIGHT;

    Runner.updateCanvasScaling(this.canvas);

    this.distanceMeter.calcXPos(this.dimensions.WIDTH);

    this.clearCanvas();

    this.horizon.update(0, 0, true);

    this.tRex.update(0);

    // Outer container and distance meter.

    if (this.activated || this.crashed) {

    this.containerEl.style.width = this.dimensions.WIDTH + 'px';

    this.containerEl.style.height = this.dimensions.HEIGHT + 'px';

    this.distanceMeter.update(0, Math.ceil(this.distanceRan));

    this.stop();

    } else {

    this.tRex.draw(0, 0);

    }

    // Game over panel.

    if (this.crashed && this.gameOverPanel) {

    this.gameOverPanel.updateDimensions(this.dimensions.WIDTH);

    this.gameOverPanel.draw();

    }

    }

    },

    /**

    * Play the game intro.

    * Canvas container width expands out to the full width.

    */

    playIntro: function() {

    if (!this.started && !this.crashed) {

    this.playingIntro = true;

    this.tRex.playingIntro = true;

    // CSS animation definition.

    var keyframes = '@-webkit-keyframes intro { ' +

    'from { width:' + Trex.config.WIDTH + 'px }' +

    'to { width: ' + this.dimensions.WIDTH + 'px }' +

    '}';

    document.styleSheets[0].insertRule(keyframes, 0);

    this.containerEl.addEventListener(Runner.events.ANIM_END,

    this.startGame.bind(this));

    this.containerEl.style.webkitAnimation = 'intro .4s ease-out 1 both';

    this.containerEl.style.width = this.dimensions.WIDTH + 'px';

    if (this.touchController) {

    this.outerContainerEl.appendChild(this.touchController);

    }

    this.activated = true;

    this.started = true;

    } else if (this.crashed) {

    this.restart();

    }

    },

    /**

    * Update the game status to started.

    */

    startGame: function() {

    this.runningTime = 0;

    this.playingIntro = false;

    this.tRex.playingIntro = false;

    this.containerEl.style.webkitAnimation = '';

    this.playCount++;

    // Handle tabbing off the page. Pause the current game.

    window.addEventListener(Runner.events.VISIBILITY,

    this.onVisibilityChange.bind(this));

    window.addEventListener(Runner.events.BLUR,

    this.onVisibilityChange.bind(this));

    window.addEventListener(Runner.events.FOCUS,

    this.onVisibilityChange.bind(this));

    },

    clearCanvas: function() {

    this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH,

    this.dimensions.HEIGHT);

    },

    /**

    * Update the game frame.

    */

    update: function() {

    this.drawPending = false;

    var now = getTimeStamp();

    var deltaTime = now - (this.time || now);

    this.time = now;

    if (this.activated) {

    this.clearCanvas();

    if (this.tRex.jumping) {

    this.tRex.updateJump(deltaTime, this.config);

    }

    this.runningTime += deltaTime;

    var hasObstacles = this.runningTime > this.config.CLEAR_TIME;

    // First jump triggers the intro.

    if (this.tRex.jumpCount == 1 && !this.playingIntro) {

    this.playIntro();

    }

    // The horizon doesn't move until the intro is over.

    if (this.playingIntro) {

    this.horizon.update(0, this.currentSpeed, hasObstacles);

    } else {

    deltaTime = !this.started ? 0 : deltaTime;

    this.horizon.update(deltaTime, this.currentSpeed, hasObstacles);

    }

    // Check for collisions.

    var collision = hasObstacles &&

    checkForCollision(this.horizon.obstacles[0], this.tRex);

    if (!collision) {

    this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame;

    if (this.currentSpeed < this.config.MAX_SPEED) {

    this.currentSpeed += this.config.ACCELERATION;

    }

    } else {

    this.gameOver();

    }

    if (this.distanceMeter.getActualDistance(this.distanceRan) >

    this.distanceMeter.maxScore) {

    this.distanceRan = 0;

    }

    var playAcheivementSound = this.distanceMeter.update(deltaTime,

    Math.ceil(this.distanceRan));

    if (playAcheivementSound) {

    this.playSound(this.soundFx.SCORE);

    }

    }

    if (!this.crashed) {

    this.tRex.update(deltaTime);

    this.raq();

    }

    },

    /**

    * Event handler.

    */

    handleEvent: function(e) {

    return (function(evtType, events) {

    switch (evtType) {

    case events.KEYDOWN:

    case events.TOUCHSTART:

    case events.MOUSEDOWN:

    this.onKeyDown(e);

    break;

    case events.KEYUP:

    case events.TOUCHEND:

    case events.MOUSEUP:

    this.onKeyUp(e);

    break;

    }

    }.bind(this))(e.type, Runner.events);

    },

    /**

    * Bind relevant key / mouse / touch listeners.

    */

    startListening: function() {

    // Keys.

    document.addEventListener(Runner.events.KEYDOWN, this);

    document.addEventListener(Runner.events.KEYUP, this);

    if (IS_MOBILE) {

    // Mobile only touch devices.

    this.touchController.addEventListener(Runner.events.TOUCHSTART, this);

    this.touchController.addEventListener(Runner.events.TOUCHEND, this);

    this.containerEl.addEventListener(Runner.events.TOUCHSTART, this);

    } else {

    // Mouse.

    document.addEventListener(Runner.events.MOUSEDOWN, this);

    document.addEventListener(Runner.events.MOUSEUP, this);

    }

    },

    /**

    * Remove all listeners.

    */

    stopListening: function() {

    document.removeEventListener(Runner.events.KEYDOWN, this);

    document.removeEventListener(Runner.events.KEYUP, this);

    if (IS_MOBILE) {

    this.touchController.removeEventListener(Runner.events.TOUCHSTART, this);

    this.touchController.removeEventListener(Runner.events.TOUCHEND, this);

    this.containerEl.removeEventListener(Runner.events.TOUCHSTART, this);

    } else {

    document.removeEventListener(Runner.events.MOUSEDOWN, this);

    document.removeEventListener(Runner.events.MOUSEUP, this);

    }

    },

    /**

    * Process keydown.

    * @param {Event} e

    */

    onKeyDown: function(e) {

    if (e.target != this.detailsButton) {

    if (!this.crashed && (Runner.keycodes.JUMP[String(e.keyCode)] ||

    e.type == Runner.events.TOUCHSTART)) {

    if (!this.activated) {

    this.loadSounds();

    this.activated = true;

    }

    if (!this.tRex.jumping) {

    this.playSound(this.soundFx.BUTTON_PRESS);

    this.tRex.startJump();

    }

    }

    if (this.crashed && e.type == Runner.events.TOUCHSTART &&

    e.currentTarget == this.containerEl) {

    this.restart();

    }

    }

    // Speed drop, activated only when jump key is not pressed.

    if (Runner.keycodes.DUCK[e.keyCode] && this.tRex.jumping) {

    e.preventDefault();

    this.tRex.setSpeedDrop();

    }

    },

    /**

    * Process key up.

    * @param {Event} e

    */

    onKeyUp: function(e) {

    var keyCode = String(e.keyCode);

    var isjumpKey = Runner.keycodes.JUMP[keyCode] ||

    e.type == Runner.events.TOUCHEND ||

    e.type == Runner.events.MOUSEDOWN;

    if (this.isRunning() && isjumpKey) {

    this.tRex.endJump();

    } else if (Runner.keycodes.DUCK[keyCode]) {

    this.tRex.speedDrop = false;

    } else if (this.crashed) {

    // Check that enough time has elapsed before allowing jump key to restart.

    var deltaTime = getTimeStamp() - this.time;

    if (Runner.keycodes.RESTART[keyCode] ||

    (e.type == Runner.events.MOUSEUP && e.target == this.canvas) ||

    (deltaTime >= this.config.GAMEOVER_CLEAR_TIME &&

    Runner.keycodes.JUMP[keyCode])) {

    this.restart();

    }

    } else if (this.paused && isjumpKey) {

    this.play();

    }

    },

    /**

    * RequestAnimationFrame wrapper.

    */

    raq: function() {

    if (!this.drawPending) {

    this.drawPending = true;

    this.raqId = requestAnimationFrame(this.update.bind(this));

    }

    },

    /**

    * Whether the game is running.

    * @return {boolean}

    */

    isRunning: function() {

    return !!this.raqId;

    },

    /**

    * Game over state.

    */

    gameOver: function() {

    this.playSound(this.soundFx.HIT);

    vibrate(200);

    this.stop();

    this.crashed = true;

    this.distanceMeter.acheivement = false;

    this.tRex.update(100, Trex.status.CRASHED);

    // Game over panel.

    if (!this.gameOverPanel) {

    this.gameOverPanel = new GameOverPanel(this.canvas,

    this.images.TEXT_SPRITE, this.images.RESTART,

    this.dimensions);

    } else {

    this.gameOverPanel.draw();

    }

    // Update the high score.

    if (this.distanceRan > this.highestScore) {

    this.highestScore = Math.ceil(this.distanceRan);

    this.distanceMeter.setHighScore(this.highestScore);

    }

    // Reset the time clock.

    this.time = getTimeStamp();

    },

    stop: function() {

    this.activated = false;

    this.paused = true;

    cancelAnimationFrame(this.raqId);

    this.raqId = 0;

    },

    play: function() {

    if (!this.crashed) {

    this.activated = true;

    this.paused = false;

    this.tRex.update(0, Trex.status.RUNNING);

    this.time = getTimeStamp();

    this.update();

    }

    },

    restart: function() {

    if (!this.raqId) {

    this.playCount++;

    this.runningTime = 0;

    this.activated = true;

    this.crashed = false;

    this.distanceRan = 0;

    this.setSpeed(this.config.SPEED);

    this.time = getTimeStamp();

    this.containerEl.classList.remove(Runner.classes.CRASHED);

    this.clearCanvas();

    this.distanceMeter.reset(this.highestScore);

    this.horizon.reset();

    this.tRex.reset();

    this.playSound(this.soundFx.BUTTON_PRESS);

    this.update();

    }

    },

    /**

    * Pause the game if the tab is not in focus.

    */

    onVisibilityChange: function(e) {

    if (document.hidden || document.webkitHidden || e.type == 'blur') {

    this.stop();

    } else {

    this.play();

    }

    },

    /**

    * Play a sound.

    * @param {SoundBuffer} soundBuffer

    */

    playSound: function(soundBuffer) {

    if (soundBuffer) {

    var sourceNode = this.audioContext.createBufferSource();

    sourceNode.buffer = soundBuffer;

    sourceNode.connect(this.audioContext.destination);

    sourceNode.start(0);

    }

    }

    };

    /**

    * Updates the canvas size taking into

    * account the backing store pixel ratio and

    * the device pixel ratio.

    *

    * See article by Paul Lewis:

    * https://www.html5rocks.com/en/tutorials/canvas/hidpi/

    *

    * @param {HTMLCanvasElement} canvas

    * @param {number} opt_width

    * @param {number} opt_height

    * @return {boolean} Whether the canvas was scaled.

    */

    Runner.updateCanvasScaling = function(canvas, opt_width, opt_height) {

    var context = canvas.getContext('2d');

    // Query the various pixel ratios

    var devicePixelRatio = Math.floor(window.devicePixelRatio) || 1;

    var backingStoreRatio = Math.floor(context.webkitBackingStorePixelRatio) || 1;

    var ratio = devicePixelRatio / backingStoreRatio;

    // Upscale the canvas if the two ratios don't match

    if (devicePixelRatio !== backingStoreRatio) {

    var oldWidth = opt_width || canvas.width;

    var oldHeight = opt_height || canvas.height;

    canvas.width = oldWidth * ratio;

    canvas.height = oldHeight * ratio;

    canvas.style.width = oldWidth + 'px';

    canvas.style.height = oldHeight + 'px';

    // Scale the context to counter the fact that we've manually scaled

    // our canvas element.

    context.scale(ratio, ratio);

    return true;

    }

    return false;

    };

    /**

    * Get random number.

    * @param {number} min

    * @param {number} max

    * @param {number}

    */

    function getRandomNum(min, max) {

    return Math.floor(Math.random() * (max - min + 1)) + min;

    }

    /**

    * Vibrate on mobile devices.

    * @param {number} duration Duration of the vibration in milliseconds.

    */

    function vibrate(duration) {

    if (IS_MOBILE && window.navigator.vibrate) {

    window.navigator.vibrate(duration);

    }

    }

    /**

    * Create canvas element.

    * @param {HTMLElement} container Element to append canvas to.

    * @param {number} width

    * @param {number} height

    * @param {string} opt_classname

    * @return {HTMLCanvasElement}

    */

    function createCanvas(container, width, height, opt_classname) {

    var canvas = document.createElement('canvas');

    canvas.className = opt_classname ? Runner.classes.CANVAS + ' ' +

    opt_classname : Runner.classes.CANVAS;

    canvas.width = width;

    canvas.height = height;

    container.appendChild(canvas);

    return canvas;

    }

    /**

    * Decodes the base 64 audio to ArrayBuffer used by Web Audio.

    * @param {string} base64String

    */

    function decodeBase64ToArrayBuffer(base64String) {

    var len = (base64String.length / 4) * 3;

    var str = atob(base64String);

    var arrayBuffer = new ArrayBuffer(len);

    var bytes = new Uint8Array(arrayBuffer);

    for (var i = 0; i < len; i++) {

    bytes[i] = str.charCodeAt(i);

    }

    return bytes.buffer;

    }

    /**

    * Return the current timestamp.

    * @return {number}

    */

    function getTimeStamp() {

    return IS_IOS ? new Date().getTime() : performance.now();

    }

    //******************************************************************************

    /**

    * Game over panel.

    * @param {!HTMLCanvasElement} canvas

    * @param {!HTMLImage} textSprite

    * @param {!HTMLImage} restartImg

    * @param {!Object} dimensions Canvas dimensions.

    * @constructor

    */

    function GameOverPanel(canvas, textSprite, restartImg, dimensions) {

    this.canvas = canvas;

    this.canvasCtx = canvas.getContext('2d');

    this.canvasDimensions = dimensions;

    this.textSprite = textSprite;

    this.restartImg = restartImg;

    this.draw();

    };

    /**

    * Dimensions used in the panel.

    * @enum {number}

    */

    GameOverPanel.dimensions = {

    TEXT_X: 0,

    TEXT_Y: 13,

    TEXT_WIDTH: 191,

    TEXT_HEIGHT: 11,

    RESTART_WIDTH: 36,

    RESTART_HEIGHT: 32

    };

    GameOverPanel.prototype = {

    /**

    * Update the panel dimensions.

    * @param {number} width New canvas width.

    * @param {number} opt_height Optional new canvas height.

    */

    updateDimensions: function(width, opt_height) {

    this.canvasDimensions.WIDTH = width;

    if (opt_height) {

    this.canvasDimensions.HEIGHT = opt_height;

    }

    },

    /**

    * Draw the panel.

    */

    draw: function() {

    var dimensions = GameOverPanel.dimensions;

    var centerX = this.canvasDimensions.WIDTH / 2;

    // Game over text.

    var textSourceX = dimensions.TEXT_X;

    var textSourceY = dimensions.TEXT_Y;

    var textSourceWidth = dimensions.TEXT_WIDTH;

    var textSourceHeight = dimensions.TEXT_HEIGHT;

    var textTargetX = Math.round(centerX - (dimensions.TEXT_WIDTH / 2));

    var textTargetY = Math.round((this.canvasDimensions.HEIGHT - 25) / 3);

    var textTargetWidth = dimensions.TEXT_WIDTH;

    var textTargetHeight = dimensions.TEXT_HEIGHT;

    var restartSourceWidth = dimensions.RESTART_WIDTH;

    var restartSourceHeight = dimensions.RESTART_HEIGHT;

    var restartTargetX = centerX - (dimensions.RESTART_WIDTH / 2);

    var restartTargetY = this.canvasDimensions.HEIGHT / 2;

    if (IS_HIDPI) {

    textSourceY *= 2;

    textSourceX *= 2;

    textSourceWidth *= 2;

    textSourceHeight *= 2;

    restartSourceWidth *= 2;

    restartSourceHeight *= 2;

    }

    // Game over text from sprite.

    this.canvasCtx.drawImage(this.textSprite,

    textSourceX, textSourceY, textSourceWidth, textSourceHeight,

    textTargetX, textTargetY, textTargetWidth, textTargetHeight);

    // Restart button.

    this.canvasCtx.drawImage(this.restartImg, 0, 0,

    restartSourceWidth, restartSourceHeight,

    restartTargetX, restartTargetY, dimensions.RESTART_WIDTH,

    dimensions.RESTART_HEIGHT);

    }

    };

    //******************************************************************************

    /**

    * Check for a collision.

    * @param {!Obstacle} obstacle

    * @param {!Trex} tRex T-rex object.

    * @param {HTMLCanvasContext} opt_canvasCtx Optional canvas context for drawing

    * collision boxes.

    * @return {Array.<CollisionBox>}

    */

    function checkForCollision(obstacle, tRex, opt_canvasCtx) {

    var obstacleBoxXPos = Runner.defaultDimensions.WIDTH + obstacle.xPos;

    // Adjustments are made to the bounding box as there is a 1 pixel white

    // border around the t-rex and obstacles.

    var tRexBox = new CollisionBox(

    tRex.xPos + 1,

    tRex.yPos + 1,

    tRex.config.WIDTH - 2,

    tRex.config.HEIGHT - 2);

    var obstacleBox = new CollisionBox(

    obstacle.xPos + 1,

    obstacle.yPos + 1,

    obstacle.typeConfig.width * obstacle.size - 2,

    obstacle.typeConfig.height - 2);

    // Debug outer box

    if (opt_canvasCtx) {

    drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox);

    }

    // Simple outer bounds check.

    if (boxCompare(tRexBox, obstacleBox)) {

    var collisionBoxes = obstacle.collisionBoxes;

    var tRexCollisionBoxes = Trex.collisionBoxes;

    // Detailed axis aligned box check.

    for (var t = 0; t < tRexCollisionBoxes.length; t++) {

    for (var i = 0; i < collisionBoxes.length; i++) {

    // Adjust the box to actual positions.

    var adjTrexBox =

    createAdjustedCollisionBox(tRexCollisionBoxes[t], tRexBox);

    var adjObstacleBox =

    createAdjustedCollisionBox(collisionBoxes[i], obstacleBox);

    var crashed = boxCompare(adjTrexBox, adjObstacleBox);

    // Draw boxes for debug.

    if (opt_canvasCtx) {

    drawCollisionBoxes(opt_canvasCtx, adjTrexBox, adjObstacleBox);

    }

    if (crashed) {

    return [adjTrexBox, adjObstacleBox];

    }

    }

    }

    }

    return false;

    };

    /**

    * Adjust the collision box.

    * @param {!CollisionBox} box The original box.

    * @param {!CollisionBox} adjustment Adjustment box.

    * @return {CollisionBox} The adjusted collision box object.

    */

    function createAdjustedCollisionBox(box, adjustment) {

    return new CollisionBox(

    box.x + adjustment.x,

    box.y + adjustment.y,

    box.width,

    box.height);

    };

    /**

    * Draw the collision boxes for debug.

    */

    function drawCollisionBoxes(canvasCtx, tRexBox, obstacleBox) {

    canvasCtx.save();

    canvasCtx.strokeStyle = '#f00';

    canvasCtx.strokeRect(tRexBox.x, tRexBox.y,

    tRexBox.width, tRexBox.height);

    canvasCtx.strokeStyle = '#0f0';

    canvasCtx.strokeRect(obstacleBox.x, obstacleBox.y,

    obstacleBox.width, obstacleBox.height);

    canvasCtx.restore();

    };

    /**

    * Compare two collision boxes for a collision.

    * @param {CollisionBox} tRexBox

    * @param {CollisionBox} obstacleBox

    * @return {boolean} Whether the boxes intersected.

    */

    function boxCompare(tRexBox, obstacleBox) {

    var crashed = false;

    var tRexBoxX = tRexBox.x;

    var tRexBoxY = tRexBox.y;

    var obstacleBoxX = obstacleBox.x;

    var obstacleBoxY = obstacleBox.y;

    // Axis-Aligned Bounding Box method.

    if (tRexBox.x < obstacleBoxX + obstacleBox.width &&

    tRexBox.x + tRexBox.width > obstacleBoxX &&

    tRexBox.y < obstacleBox.y + obstacleBox.height &&

    tRexBox.height + tRexBox.y > obstacleBox.y) {

    crashed = true;

    }

    return crashed;

    };

    //******************************************************************************

    /**

    * Collision box object.

    * @param {number} x X position.

    * @param {number} y Y Position.

    * @param {number} w Width.

    * @param {number} h Height.

    */

    function CollisionBox(x, y, w, h) {

    this.x = x;

    this.y = y;

    this.width = w;

    this.height = h;

    };

    //******************************************************************************

    /**

    * Obstacle.

    * @param {HTMLCanvasCtx} canvasCtx

    * @param {Obstacle.type} type

    * @param {image} obstacleImg Image sprite.

    * @param {Object} dimensions

    * @param {number} gapCoefficient Mutipler in determining the gap.

    * @param {number} speed

    */

    function Obstacle(canvasCtx, type, obstacleImg, dimensions,

    gapCoefficient, speed) {

    this.canvasCtx = canvasCtx;

    this.image = obstacleImg;

    this.typeConfig = type;

    this.gapCoefficient = gapCoefficient;

    this.size = getRandomNum(1, Obstacle.MAX_OBSTACLE_LENGTH);

    this.dimensions = dimensions;

    this.remove = false;

    this.xPos = 0;

    this.yPos = this.typeConfig.yPos;

    this.width = 0;

    this.collisionBoxes = [];

    this.gap = 0;

    this.init(speed);

    };

    /**

    * Coefficient for calculating the maximum gap.

    * @const

    */

    Obstacle.MAX_GAP_COEFFICIENT = 1.5;

    /**

    * Maximum obstacle grouping count.

    * @const

    */

    Obstacle.MAX_OBSTACLE_LENGTH = 3,

    Obstacle.prototype = {

    /**

    * Initialise the DOM for the obstacle.

    * @param {number} speed

    */

    init: function(speed) {

    this.cloneCollisionBoxes();

    // Only allow sizing if we're at the right speed.

    if (this.size > 1 && this.typeConfig.multipleSpeed > speed) {

    this.size = 1;

    }

    this.width = this.typeConfig.width * this.size;

    this.xPos = this.dimensions.WIDTH - this.width;

    this.draw();

    // Make collision box adjustments,

    // Central box is adjusted to the size as one box.

    // ____ ______ ________

    // _| |-| _| |-| _| |-|

    // | |<->| | | |<--->| | | |<----->| |

    // | | 1 | | | | 2 | | | | 3 | |

    // |_|___|_| |_|_____|_| |_|_______|_|

    //

    if (this.size > 1) {

    this.collisionBoxes[1].width = this.width - this.collisionBoxes[0].width -

    this.collisionBoxes[2].width;

    this.collisionBoxes[2].x = this.width - this.collisionBoxes[2].width;

    }

    this.gap = this.getGap(this.gapCoefficient, speed);

    },

    /**

    * Draw and crop based on size.

    */

    draw: function() {

    var sourceWidth = this.typeConfig.width;

    var sourceHeight = this.typeConfig.height;

    if (IS_HIDPI) {

    sourceWidth = sourceWidth * 2;

    sourceHeight = sourceHeight * 2;

    }

    // Sprite

    var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1));

    this.canvasCtx.drawImage(this.image,

    sourceX, 0,

    sourceWidth * this.size, sourceHeight,

    this.xPos, this.yPos,

    this.typeConfig.width * this.size, this.typeConfig.height);

    },

    /**

    * Obstacle frame update.

    * @param {number} deltaTime

    * @param {number} speed

    */

    update: function(deltaTime, speed) {

    if (!this.remove) {

    this.xPos -= Math.floor((speed * FPS / 1000) * deltaTime);

    this.draw();

    if (!this.isVisible()) {

    this.remove = true;

    }

    }

    },

    /**

    * Calculate a random gap size.

    * - Minimum gap gets wider as speed increses

    * @param {number} gapCoefficient

    * @param {number} speed

    * @return {number} The gap size.

    */

    getGap: function(gapCoefficient, speed) {

    var minGap = Math.round(this.width * speed +

    this.typeConfig.minGap * gapCoefficient);

    var maxGap = Math.round(minGap * Obstacle.MAX_GAP_COEFFICIENT);

    return getRandomNum(minGap, maxGap);

    },

    /**

    * Check if obstacle is visible.

    * @return {boolean} Whether the obstacle is in the game area.

    */

    isVisible: function() {

    return this.xPos + this.width > 0;

    },

    /**

    * Make a copy of the collision boxes, since these will change based on

    * obstacle type and size.

    */

    cloneCollisionBoxes: function() {

    var collisionBoxes = this.typeConfig.collisionBoxes;

    for (var i = collisionBoxes.length - 1; i >= 0; i--) {

    this.collisionBoxes[i] = new CollisionBox(collisionBoxes[i].x,

    collisionBoxes[i].y, collisionBoxes[i].width,

    collisionBoxes[i].height);

    }

    }

    };

    /**

    * Obstacle definitions.

    * minGap: minimum pixel space betweeen obstacles.

    * multipleSpeed: Speed at which multiples are allowed.

    */

    Obstacle.types = [

    {

    type: 'CACTUS_SMALL',

    className: ' cactus cactus-small ',

    width: 17,

    height: 35,

    yPos: 105,

    multipleSpeed: 3,

    minGap: 120,

    collisionBoxes: [

    new CollisionBox(0, 7, 5, 27),

    new CollisionBox(4, 0, 6, 34),

    new CollisionBox(10, 4, 7, 14)

    ]

    },

    {

    type: 'CACTUS_LARGE',

    className: ' cactus cactus-large ',

    width: 25,

    height: 50,

    yPos: 90,

    multipleSpeed: 6,

    minGap: 120,

    collisionBoxes: [

    new CollisionBox(0, 12, 7, 38),

    new CollisionBox(8, 0, 7, 49),

    new CollisionBox(13, 10, 10, 38)

    ]

    }

    ];

    //******************************************************************************

    /**

    * T-rex game character.

    * @param {HTMLCanvas} canvas

    * @param {HTMLImage} image Character image.

    * @constructor

    */

    function Trex(canvas, image) {

    this.canvas = canvas;

    this.canvasCtx = canvas.getContext('2d');

    this.image = image;

    this.xPos = 0;

    this.yPos = 0;

    // Position when on the ground.

    this.groundYPos = 0;

    this.currentFrame = 0;

    this.currentAnimFrames = [];

    this.blinkDelay = 0;

    this.animStartTime = 0;

    this.timer = 0;

    this.msPerFrame = 1000 / FPS;

    this.config = Trex.config;

    // Current status.

    this.status = Trex.status.WAITING;

    this.jumping = false;

    this.jumpVelocity = 0;

    this.reachedMinHeight = false;

    this.speedDrop = false;

    this.jumpCount = 0;

    this.jumpspotX = 0;

    this.init();

    };

    /**

    * T-rex player config.

    * @enum {number}

    */

    Trex.config = {

    DROP_VELOCITY: -5,

    GRAVITY: 0.6,

    HEIGHT: 47,

    INIITAL_JUMP_VELOCITY: -10,

    INTRO_DURATION: 1500,

    MAX_JUMP_HEIGHT: 30,

    MIN_JUMP_HEIGHT: 30,

    SPEED_DROP_COEFFICIENT: 3,

    SPRITE_WIDTH: 262,

    START_X_POS: 50,

    WIDTH: 44

    };

    /**

    * Used in collision detection.

    * @type {Array.<CollisionBox>}

    */

    Trex.collisionBoxes = [

    new CollisionBox(1, -1, 30, 26),

    new CollisionBox(32, 0, 8, 16),

    new CollisionBox(10, 35, 14, 8),

    new CollisionBox(1, 24, 29, 5),

    new CollisionBox(5, 30, 21, 4),

    new CollisionBox(9, 34, 15, 4)

    ];

    /**

    * Animation states.

    * @enum {string}

    */

    Trex.status = {

    CRASHED: 'CRASHED',

    JUMPING: 'JUMPING',

    RUNNING: 'RUNNING',

    WAITING: 'WAITING'

    };

    /**

    * Blinking coefficient.

    * @const

    */

    Trex.BLINK_TIMING = 7000;

    /**

    * Animation config for different states.

    * @enum {object}

    */

    Trex.animFrames = {

    WAITING: {

    frames: [44, 0],

    msPerFrame: 1000 / 3

    },

    RUNNING: {

    frames: [88, 132],

    msPerFrame: 1000 / 12

    },

    CRASHED: {

    frames: [220],

    msPerFrame: 1000 / 60

    },

    JUMPING: {

    frames: [0],

    msPerFrame: 1000 / 60

    }

    };

    Trex.prototype = {

    /**

    * T-rex player initaliser.

    * Sets the t-rex to blink at random intervals.

    */

    init: function() {

    this.blinkDelay = this.setBlinkDelay();

    this.groundYPos = Runner.defaultDimensions.HEIGHT - this.config.HEIGHT -

    Runner.config.BOTTOM_PAD;

    this.yPos = this.groundYPos;

    this.minJumpHeight = this.groundYPos - this.config.MIN_JUMP_HEIGHT;

    this.draw(0, 0);

    this.update(0, Trex.status.WAITING);

    },

    /**

    * Setter for the jump velocity.

    * The approriate drop velocity is also set.

    */

    setJumpVelocity: function(setting) {

    this.config.INIITAL_JUMP_VELOCITY = -setting;

    this.config.DROP_VELOCITY = -setting / 2;

    },

    /**

    * Set the animation status.

    * @param {!number} deltaTime

    * @param {Trex.status} status Optional status to switch to.

    */

    update: function(deltaTime, opt_status) {

    this.timer += deltaTime;

    // Update the status.

    if (opt_status) {

    this.status = opt_status;

    this.currentFrame = 0;

    this.msPerFrame = Trex.animFrames[opt_status].msPerFrame;

    this.currentAnimFrames = Trex.animFrames[opt_status].frames;

    if (opt_status == Trex.status.WAITING) {

    this.animStartTime = getTimeStamp();

    this.setBlinkDelay();

    }

    }

    // Game intro animation, T-rex moves in from the left.

    if (this.playingIntro && this.xPos < this.config.START_X_POS) {

    this.xPos += Math.round((this.config.START_X_POS /

    this.config.INTRO_DURATION) * deltaTime);

    }

    if (this.status == Trex.status.WAITING) {

    this.blink(getTimeStamp());

    } else {

    this.draw(this.currentAnimFrames[this.currentFrame], 0);

    }

    // Update the frame position.

    if (this.timer >= this.msPerFrame) {

    this.currentFrame = this.currentFrame ==

    this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1;

    this.timer = 0;

    }

    },

    /**

    * Draw the t-rex to a particular position.

    * @param {number} x

    * @param {number} y

    */

    draw: function(x, y) {

    var sourceX = x;

    var sourceY = y;

    var sourceWidth = this.config.WIDTH;

    var sourceHeight = this.config.HEIGHT;

    if (IS_HIDPI) {

    sourceX *= 2;

    sourceY *= 2;

    sourceWidth *= 2;

    sourceHeight *= 2;

    }

    this.canvasCtx.drawImage(this.image, sourceX, sourceY,

    sourceWidth, sourceHeight,

    this.xPos, this.yPos,

    this.config.WIDTH, this.config.HEIGHT);

    },

    /**

    * Sets a random time for the blink to happen.

    */

    setBlinkDelay: function() {

    this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING);

    },

    /**

    * Make t-rex blink at random intervals.

    * @param {number} time Current time in milliseconds.

    */

    blink: function(time) {

    var deltaTime = time - this.animStartTime;

    if (deltaTime >= this.blinkDelay) {

    this.draw(this.currentAnimFrames[this.currentFrame], 0);

    if (this.currentFrame == 1) {

    // Set new random delay to blink.

    this.setBlinkDelay();

    this.animStartTime = time;

    }

    }

    },

    /**

    * Initialise a jump.

    */

    startJump: function() {

    if (!this.jumping) {

    this.update(0, Trex.status.JUMPING);

    this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY;

    this.jumping = true;

    this.reachedMinHeight = false;

    this.speedDrop = false;

    }

    },

    /**

    * Jump is complete, falling down.

    */

    endJump: function() {

    if (this.reachedMinHeight &&

    this.jumpVelocity < this.config.DROP_VELOCITY) {

    this.jumpVelocity = this.config.DROP_VELOCITY;

    }

    },

    /**

    * Update frame for a jump.

    * @param {number} deltaTime

    */

    updateJump: function(deltaTime) {

    var msPerFrame = Trex.animFrames[this.status].msPerFrame;

    var framesElapsed = deltaTime / msPerFrame;

    // Speed drop makes Trex fall faster.

    if (this.speedDrop) {

    this.yPos += Math.round(this.jumpVelocity *

    this.config.SPEED_DROP_COEFFICIENT * framesElapsed);

    } else {

    this.yPos += Math.round(this.jumpVelocity * framesElapsed);

    }

    this.jumpVelocity += this.config.GRAVITY * framesElapsed;

    // Minimum height has been reached.

    if (this.yPos < this.minJumpHeight || this.speedDrop) {

    this.reachedMinHeight = true;

    }

    // Reached max height

    if (this.yPos < this.config.MAX_JUMP_HEIGHT || this.speedDrop) {

    this.endJump();

    }

    // Back down at ground level. Jump completed.

    if (this.yPos > this.groundYPos) {

    this.reset();

    this.jumpCount++;

    }

    this.update(deltaTime);

    },

    /**

    * Set the speed drop. Immediately cancels the current jump.

    */

    setSpeedDrop: function() {

    this.speedDrop = true;

    this.jumpVelocity = 1;

    },

    /**

    * Reset the t-rex to running at start of game.

    */

    reset: function() {

    this.yPos = this.groundYPos;

    this.jumpVelocity = 0;

    this.jumping = false;

    this.update(0, Trex.status.RUNNING);

    this.midair = false;

    this.speedDrop = false;

    this.jumpCount = 0;

    }

    };

    //******************************************************************************

    /**

    * Handles displaying the distance meter.

    * @param {!HTMLCanvasElement} canvas

    * @param {!HTMLImage} spriteSheet Image sprite.

    * @param {number} canvasWidth

    * @constructor

    */

    function DistanceMeter(canvas, spriteSheet, canvasWidth) {

    this.canvas = canvas;

    this.canvasCtx = canvas.getContext('2d');

    this.image = spriteSheet;

    this.x = 0;

    this.y = 5;

    this.currentDistance = 0;

    this.maxScore = 0;

    this.highScore = 0;

    this.container = null;

    this.digits = [];

    this.acheivement = false;

    this.defaultString = '';

    this.flashTimer = 0;

    this.flashIterations = 0;

    this.config = DistanceMeter.config;

    this.init(canvasWidth);

    };

    /**

    * @enum {number}

    */

    DistanceMeter.dimensions = {

    WIDTH: 10,

    HEIGHT: 13,

    DEST_WIDTH: 11

    };

    /**

    * Y positioning of the digits in the sprite sheet.

    * X position is always 0.

    * @type {array.<number>}

    */

    DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120];

    /**

    * Distance meter config.

    * @enum {number}

    */

    DistanceMeter.config = {

    // Number of digits.

    MAX_DISTANCE_UNITS: 5,

    // Distance that causes achievement animation.

    ACHIEVEMENT_DISTANCE: 100,

    // Used for conversion from pixel distance to a scaled unit.

    COEFFICIENT: 0.025,

    // Flash duration in milliseconds.

    FLASH_DURATION: 1000 / 4,

    // Flash iterations for achievement animation.

    FLASH_ITERATIONS: 3

    };

    DistanceMeter.prototype = {

    /**

    * Initialise the distance meter to '00000'.

    * @param {number} width Canvas width in px.

    */

    init: function(width) {

    var maxDistanceStr = '';

    this.calcXPos(width);

    this.maxScore = this.config.MAX_DISTANCE_UNITS;

    for (var i = 0; i < this.config.MAX_DISTANCE_UNITS; i++) {

    this.draw(i, 0);

    this.defaultString += '0';

    maxDistanceStr += '9';

    }

    this.maxScore = parseInt(maxDistanceStr);

    },

    /**

    * Calculate the xPos in the canvas.

    * @param {number} canvasWidth

    */

    calcXPos: function(canvasWidth) {

    this.x = canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH *

    (this.config.MAX_DISTANCE_UNITS + 1));

    },

    /**

    * Draw a digit to canvas.

    * @param {number} digitPos Position of the digit.

    * @param {number} value Digit value 0-9.

    * @param {boolean} opt_highScore Whether drawing the high score.

    */

    draw: function(digitPos, value, opt_highScore) {

    var sourceWidth = DistanceMeter.dimensions.WIDTH;

    var sourceHeight = DistanceMeter.dimensions.HEIGHT;

    var sourceX = DistanceMeter.dimensions.WIDTH * value;

    var targetX = digitPos * DistanceMeter.dimensions.DEST_WIDTH;

    var targetY = this.y;

    var targetWidth = DistanceMeter.dimensions.WIDTH;

    var targetHeight = DistanceMeter.dimensions.HEIGHT;

    // For high DPI we 2x source values.

    if (IS_HIDPI) {

    sourceWidth *= 2;

    sourceHeight *= 2;

    sourceX *= 2;

    }

    this.canvasCtx.save();

    if (opt_highScore) {

    // Left of the current score.

    var highScoreX = this.x - (this.config.MAX_DISTANCE_UNITS * 2) *

    DistanceMeter.dimensions.WIDTH;

    this.canvasCtx.translate(highScoreX, this.y);

    } else {

    this.canvasCtx.translate(this.x, this.y);

    }

    this.canvasCtx.drawImage(this.image, sourceX, 0,

    sourceWidth, sourceHeight,

    targetX, targetY,

    targetWidth, targetHeight

    );

    this.canvasCtx.restore();

    },

    /**

    * Covert pixel distance to a 'real' distance.

    * @param {number} distance Pixel distance ran.

    * @return {number} The 'real' distance ran.

    */

    getActualDistance: function(distance) {

    return distance ?

    Math.round(distance * this.config.COEFFICIENT) : 0;

    },

    /**

    * Update the distance meter.

    * @param {number} deltaTime

    * @param {number} distance

    * @return {boolean} Whether the acheivement sound fx should be played.

    */

    update: function(deltaTime, distance) {

    var paint = true;

    var playSound = false;

    if (!this.acheivement) {

    distance = this.getActualDistance(distance);

    if (distance > 0) {

    // Acheivement unlocked

    if (distance % this.config.ACHIEVEMENT_DISTANCE == 0) {

    // Flash score and play sound.

    this.acheivement = true;

    this.flashTimer = 0;

    playSound = true;

    }

    // Create a string representation of the distance with leading 0.

    var distanceStr = (this.defaultString +

    distance).substr(-this.config.MAX_DISTANCE_UNITS);

    this.digits = distanceStr.split('');

    } else {

    this.digits = this.defaultString.split('');

    }

    } else {

    // Control flashing of the score on reaching acheivement.

    if (this.flashIterations <= this.config.FLASH_ITERATIONS) {

    this.flashTimer += deltaTime;

    if (this.flashTimer < this.config.FLASH_DURATION) {

    paint = false;

    } else if (this.flashTimer >

    this.config.FLASH_DURATION * 2) {

    this.flashTimer = 0;

    this.flashIterations++;

    }

    } else {

    this.acheivement = false;

    this.flashIterations = 0;

    this.flashTimer = 0;

    }

    }

    // Draw the digits if not flashing.

    if (paint) {

    for (var i = this.digits.length - 1; i >= 0; i--) {

    this.draw(i, parseInt(this.digits[i]));

    }

    }

    this.drawHighScore();

    return playSound;

    },

    /**

    * Draw the high score.

    */

    drawHighScore: function() {

    this.canvasCtx.save();

    this.canvasCtx.globalAlpha = .8;

    for (var i = this.highScore.length - 1; i >= 0; i--) {

    this.draw(i, parseInt(this.highScore[i], 10), true);

    }

    this.canvasCtx.restore();

    },

    /**

    * Set the highscore as a array string.

    * Position of char in the sprite: H - 10, I - 11.

    * @param {number} distance Distance ran in pixels.

    */

    setHighScore: function(distance) {

    distance = this.getActualDistance(distance);

    var highScoreStr = (this.defaultString +

    distance).substr(-this.config.MAX_DISTANCE_UNITS);

    this.highScore = ['10', '11', ''].concat(highScoreStr.split(''));

    },

    /**

    * Reset the distance meter back to '00000'.

    */

    reset: function() {

    this.update(0);

    this.acheivement = false;

    }

    };

    //******************************************************************************

    /**

    * Cloud background item.

    * Similar to an obstacle object but without collision boxes.

    * @param {HTMLCanvasElement} canvas Canvas element.

    * @param {Image} cloudImg

    * @param {number} containerWidth

    */

    function Cloud(canvas, cloudImg, containerWidth) {

    this.canvas = canvas;

    this.canvasCtx = this.canvas.getContext('2d');

    this.image = cloudImg;

    this.containerWidth = containerWidth;

    this.xPos = containerWidth;

    this.yPos = 0;

    this.remove = false;

    this.cloudGap = getRandomNum(Cloud.config.MIN_CLOUD_GAP,

    Cloud.config.MAX_CLOUD_GAP);

    this.init();

    };

    /**

    * Cloud object config.

    * @enum {number}

    */

    Cloud.config = {

    HEIGHT: 14,

    MAX_CLOUD_GAP: 400,

    MAX_SKY_LEVEL: 30,

    MIN_CLOUD_GAP: 100,

    MIN_SKY_LEVEL: 71,

    WIDTH: 46

    };

    Cloud.prototype = {

    /**

    * Initialise the cloud. Sets the Cloud height.

    */

    init: function() {

    this.yPos = getRandomNum(Cloud.config.MAX_SKY_LEVEL,

    Cloud.config.MIN_SKY_LEVEL);

    this.draw();

    },

    /**

    * Draw the cloud.

    */

    draw: function() {

    this.canvasCtx.save();

    var sourceWidth = Cloud.config.WIDTH;

    var sourceHeight = Cloud.config.HEIGHT;

    if (IS_HIDPI) {

    sourceWidth = sourceWidth * 2;

    sourceHeight = sourceHeight * 2;

    }

    this.canvasCtx.drawImage(this.image, 0, 0,

    sourceWidth, sourceHeight,

    this.xPos, this.yPos,

    Cloud.config.WIDTH, Cloud.config.HEIGHT);

    this.canvasCtx.restore();

    },

    /**

    * Update the cloud position.

    * @param {number} speed

    */

    update: function(speed) {

    if (!this.remove) {

    this.xPos -= Math.ceil(speed);

    this.draw();

    // Mark as removeable if no longer in the canvas.

    if (!this.isVisible()) {

    this.remove = true;

    }

    }

    },

    /**

    * Check if the cloud is visible on the stage.

    * @return {boolean}

    */

    isVisible: function() {

    return this.xPos + Cloud.config.WIDTH > 0;

    }

    };

    //******************************************************************************

    /**

    * Horizon Line.

    * Consists of two connecting lines. Randomly assigns a flat / bumpy horizon.

    * @param {HTMLCanvasElement} canvas

    * @param {HTMLImage} bgImg Horizon line sprite.

    * @constructor

    */

    function HorizonLine(canvas, bgImg) {

    this.image = bgImg;

    this.canvas = canvas;

    this.canvasCtx = canvas.getContext('2d');

    this.sourceDimensions = {};

    this.dimensions = HorizonLine.dimensions;

    this.sourceXPos = [0, this.dimensions.WIDTH];

    this.xPos = [];

    this.yPos = 0;

    this.bumpThreshold = 0.5;

    this.setSourceDimensions();

    this.draw();

    };

    /**

    * Horizon line dimensions.

    * @enum {number}

    */

    HorizonLine.dimensions = {

    WIDTH: 600,

    HEIGHT: 12,

    YPOS: 127

    };

    HorizonLine.prototype = {

    /**

    * Set the source dimensions of the horizon line.

    */

    setSourceDimensions: function() {

    for (var dimension in HorizonLine.dimensions) {

    if (IS_HIDPI) {

    if (dimension != 'YPOS') {

    this.sourceDimensions[dimension] =

    HorizonLine.dimensions[dimension] * 2;

    }

    } else {

    this.sourceDimensions[dimension] =

    HorizonLine.dimensions[dimension];

    }

    this.dimensions[dimension] = HorizonLine.dimensions[dimension];

    }

    this.xPos = [0, HorizonLine.dimensions.WIDTH];

    this.yPos = HorizonLine.dimensions.YPOS;

    },

    /**

    * Return the crop x position of a type.

    */

    getRandomType: function() {

    return Math.random() > this.bumpThreshold ? this.dimensions.WIDTH : 0;

    },

    /**

    * Draw the horizon line.

    */

    draw: function() {

    this.canvasCtx.drawImage(this.image, this.sourceXPos[0], 0,

    this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT,

    this.xPos[0], this.yPos,

    this.dimensions.WIDTH, this.dimensions.HEIGHT);

    this.canvasCtx.drawImage(this.image, this.sourceXPos[1], 0,

    this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT,

    this.xPos[1], this.yPos,

    this.dimensions.WIDTH, this.dimensions.HEIGHT);

    },

    /**

    * Update the x position of an indivdual piece of the line.

    * @param {number} pos Line position.

    * @param {number} increment

    */

    updateXPos: function(pos, increment) {

    var line1 = pos;

    var line2 = pos == 0 ? 1 : 0;

    this.xPos[line1] -= increment;

    this.xPos[line2] = this.xPos[line1] + this.dimensions.WIDTH;

    if (this.xPos[line1] <= -this.dimensions.WIDTH) {

    this.xPos[line1] += this.dimensions.WIDTH * 2;

    this.xPos[line2] = this.xPos[line1] - this.dimensions.WIDTH;

    this.sourceXPos[line1] = this.getRandomType();

    }

    },

    /**

    * Update the horizon line.

    * @param {number} deltaTime

    * @param {number} speed

    */

    update: function(deltaTime, speed) {

    var increment = Math.floor(speed * (FPS / 1000) * deltaTime);

    if (this.xPos[0] <= 0) {

    this.updateXPos(0, increment);

    } else {

    this.updateXPos(1, increment);

    }

    this.draw();

    },

    /**

    * Reset horizon to the starting position.

    */

    reset: function() {

    this.xPos[0] = 0;

    this.xPos[1] = HorizonLine.dimensions.WIDTH;

    }

    };

    //******************************************************************************

    /**

    * Horizon background class.

    * @param {HTMLCanvasElement} canvas

    * @param {Array.<HTMLImageElement>} images

    * @param {object} dimensions Canvas dimensions.

    * @param {number} gapCoefficient

    * @constructor

    */

    function Horizon(canvas, images, dimensions, gapCoefficient) {

    this.canvas = canvas;

    this.canvasCtx = this.canvas.getContext('2d');

    this.config = Horizon.config;

    this.dimensions = dimensions;

    this.gapCoefficient = gapCoefficient;

    this.obstacles = [];

    this.horizonOffsets = [0, 0];

    this.cloudFrequency = this.config.CLOUD_FREQUENCY;

    // Cloud

    this.clouds = [];

    this.cloudImg = images.CLOUD;

    this.cloudSpeed = this.config.BG_CLOUD_SPEED;

    // Horizon

    this.horizonImg = images.HORIZON;

    this.horizonLine = null;

    // Obstacles

    this.obstacleImgs = {

    CACTUS_SMALL: images.CACTUS_SMALL,

    CACTUS_LARGE: images.CACTUS_LARGE

    };

    this.init();

    };

    /**

    * Horizon config.

    * @enum {number}

    */

    Horizon.config = {

    BG_CLOUD_SPEED: 0.2,

    BUMPY_THRESHOLD: .3,

    CLOUD_FREQUENCY: .5,

    HORIZON_HEIGHT: 16,

    MAX_CLOUDS: 6

    };

    Horizon.prototype = {

    /**

    * Initialise the horizon. Just add the line and a cloud. No obstacles.

    */

    init: function() {

    this.addCloud();

    this.horizonLine = new HorizonLine(this.canvas, this.horizonImg);

    },

    /**

    * @param {number} deltaTime

    * @param {number} currentSpeed

    * @param {boolean} updateObstacles Used as an override to prevent

    * the obstacles from being updated / added. This happens in the

    * ease in section.

    */

    update: function(deltaTime, currentSpeed, updateObstacles) {

    this.runningTime += deltaTime;

    this.horizonLine.update(deltaTime, currentSpeed);

    this.updateClouds(deltaTime, currentSpeed);

    if (updateObstacles) {

    this.updateObstacles(deltaTime, currentSpeed);

    }

    },

    /**

    * Update the cloud positions.

    * @param {number} deltaTime

    * @param {number} currentSpeed

    */

    updateClouds: function(deltaTime, speed) {

    var cloudSpeed = this.cloudSpeed / 1000 * deltaTime * speed;

    var numClouds = this.clouds.length;

    if (numClouds) {

    for (var i = numClouds - 1; i >= 0; i--) {

    this.clouds[i].update(cloudSpeed);

    }

    var lastCloud = this.clouds[numClouds - 1];

    // Check for adding a new cloud.

    if (numClouds < this.config.MAX_CLOUDS &&

    (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap &&

    this.cloudFrequency > Math.random()) {

    this.addCloud();

    }

    // Remove expired clouds.

    this.clouds = this.clouds.filter(function(obj) {

    return !obj.remove;

    });

    }

    },

    /**

    * Update the obstacle positions.

    * @param {number} deltaTime

    * @param {number} currentSpeed

    */

    updateObstacles: function(deltaTime, currentSpeed) {

    // Obstacles, move to Horizon layer.

    var updatedObstacles = this.obstacles.slice(0);

    for (var i = 0; i < this.obstacles.length; i++) {

    var obstacle = this.obstacles[i];

    obstacle.update(deltaTime, currentSpeed);

    // Clean up existing obstacles.

    if (obstacle.remove) {

    updatedObstacles.shift();

    }

    }

    this.obstacles = updatedObstacles;

    if (this.obstacles.length > 0) {

    var lastObstacle = this.obstacles[this.obstacles.length - 1];

    if (lastObstacle && !lastObstacle.followingObstacleCreated &&

    lastObstacle.isVisible() &&

    (lastObstacle.xPos + lastObstacle.width + lastObstacle.gap) <

    this.dimensions.WIDTH) {

    this.addNewObstacle(currentSpeed);

    lastObstacle.followingObstacleCreated = true;

    }

    } else {

    // Create new obstacles.

    this.addNewObstacle(currentSpeed);

    }

    },

    /**

    * Add a new obstacle.

    * @param {number} currentSpeed

    */

    addNewObstacle: function(currentSpeed) {

    var obstacleTypeIndex =

    getRandomNum(0, Obstacle.types.length - 1);

    var obstacleType = Obstacle.types[obstacleTypeIndex];

    var obstacleImg = this.obstacleImgs[obstacleType.type];

    this.obstacles.push(new Obstacle(this.canvasCtx, obstacleType,

    obstacleImg, this.dimensions, this.gapCoefficient, currentSpeed));

    },

    /**

    * Reset the horizon layer.

    * Remove existing obstacles and reposition the horizon line.

    */

    reset: function() {

    this.obstacles = [];

    this.horizonLine.reset();

    },

    /**

    * Update the canvas width and scaling.

    * @param {number} width Canvas width.

    * @param {number} height Canvas height.

    */

    resize: function(width, height) {

    this.canvas.width = width;

    this.canvas.height = height;

    },

    /**

    * Add a new cloud to the horizon.

    */

    addCloud: function() {

    this.clouds.push(new Cloud(this.canvas, this.cloudImg,

    this.dimensions.WIDTH));

    }

    };

    })();



</script>



<style>/* Copyright 2014 The Chromium Authors. All rights reserved.

   Use of this source code is governed by a BSD-style license that can be

   found in the LICENSE file. */


a {

  color: #585858;

}


body {

  background-color: #f7f7f7;

  color: #585858;

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  background-color: rgb(206, 52, 38);

  color: white;

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button {

  background: rgb(76, 142, 250);

  border: 0;

  border-radius: 2px;

  box-sizing: border-box;

  color: #fff;

  cursor: pointer;

  float: right;

  font-size: .875em;

  height: 36px;

  margin: -6px 0 0;

  padding: 8px 24px;

  transition: box-shadow 200ms cubic-bezier(0.4, 0, 0.2, 1);

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[dir='rtl'] button {

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button:active {

  background: rgb(50, 102, 213);

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button:hover {

  box-shadow: 0 1px 3px rgba(0, 0, 0, .50);

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  line-height: 1em;

  margin-bottom: 0;

  margin-top: 0;

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.debugging-title {

  font-weight: bold;

}


#details {

  color: #696969;

  margin: 45px 0 50px;

}


#details p:not(:first-of-type) {

  margin-top: 20px;

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#error-code {

  color: black;

  opacity: .35;

  text-transform: uppercase;

}


#error-debugging-info {

  font-size: 0.8em;

}


h1 {

  -webkit-margin-after: 16px;

  color: #585858;

  font-size: 1.6em;

  font-weight: normal;

  line-height: 1.25em;

}


h2 {

  font-size: 1.2em;

  font-weight: normal;

}


.hidden {

  display: none;

}


.icon {

  background-repeat: no-repeat;

  background-size: 100%;

  height: 72px;

  margin: 0 0 40px;

  width: 72px;

}


input[type=checkbox] {

  visibility: hidden;

}


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  box-sizing: border-box;

  font-size: 1em;

  line-height: 1.6em;

  margin: 50px auto 0;

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  width: 100%;

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#malware-opt-in {

  font-size: .875em;

  margin-top: 39px;

}


.nav-wrapper {

  margin-top: 51px;

}


.nav-wrapper::after {

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  content: '';

  display: table;

  width: 100%;

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#opt-in-label {

  -webkit-margin-start: 32px;

}


.safe-browsing :-webkit-any(

    a, #details, #details-button, h1, h2, p, .small-link) {

  color: white;

}


.safe-browsing button {

  background-color: rgb(206, 52, 38);

  border: 1px solid white;

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.safe-browsing button:active {

  background-color: rgb(206, 52, 38);

  border-color: rgba(255, 255, 255, .6);

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.safe-browsing button:hover {

  box-shadow: 0 2px 3px rgba(0, 0, 0, .5);

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.safe-browsing .icon {

  background-image: -webkit-image-set(

      url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEgAAABICAMAAABiM0N1AAABoVBMVEX///+Li4v////////y8vL09PT99fTbRDfXzMzt7e3v7+/s7Ozy8vLw8PDu7u799PPSQTXx8fHZdGv19fX09PTm5ubbV0zXzczgW1Dd3d3c3Nzjb2Th4eHr6+vl5eXp6enZ2dng4OD29vbz8/PYYFXZV0zaYVbjbWP219TRQTTXdGz43Nn++/rib2T////b29vTQjXaYVf66ObngXjjbmTq6ura2trngHf76Ofk19bX19fe3t7o6Oji4uLk5OTeU0f119TYQzbZQzbWQjbXQzbZRDfaRDfn5+fbV0vj4+PVQjXf39/Y2Njgcmney8rqk4zdysn43drcysjcUETa1tbadGvaV0vaWEzZYVbibmXc2NjfzMvi0M7mfHPYYVbhzszd2dnZx8XieXDkc2nWX1Xacmne2trZdGzbcWjj0c/XTUHX1NPVX1Xg3NzYdGvYXFHZ1dXWTUHgzczUX1Xh3d3XdWzWXFHaVkvXxcTVTEHhbmXTXlXi3t7ayMbVXFLgbmXUTEDXYFXSXlTXzMvk4ODUXFHWbGPWzMvk4eHZioP39/f9Ro5BAAAABnRSTlMAAOQk5ye8yu+CAAACRklEQVR4XrXWRZPbUBSEUWdmIpl5mJmZg8zMzMzMzPCr43isNqif76u6lW+nuzgrtUqB/1ptzUSVamrVDiS1A0ntQFI7kNQOJLUDSe1AUjuQ1A4ktQNJ70DSO5D0DiS9A0nvQIKjlOAoJThqyewsXZ1hQOL8YZNkcJrcJiIlBt2No0zKQSbHJVJiznW5BIg4kMocSDIEBxKcwvkoJAE6uMJAguO13xIaWyyRiDPdGGGQJBFnzb4Qh2Qp0VrmdHXFCSRKxFmYDAsQpNkSiTgtLZAAydIgcZqbYwQSJOqs3QsJkCRxp7s7RSBBok5bW5RAgkSd9bujIoS3AA0QZ0NHrx3ktLro5SvidNRnAUkO2nWZOPU7s4BEB9J74qzrzACSHNRwhDid8xlAogPpEHHa23sIxJyB60XpAHEioT9myBnf4XWq8W4aDw1niROKA/I7270u5HbxKI3Hk0+IEzZBzuktXn35XRw7jsOJi34nZoCcN5u9+gq7OJPGqf+czzFAzsdtXp+xi0tpHPtvVzopDl3Z6nUtWNzXjZs436p0DNDQnT0r3QuW7vT+g8L54XKlEzX8RAw9nvrX02D53p89z59f+J0602/NptfJZPKt52AX70Zy5w/EWR0wSp+Gv3z1f3++jQx/545Z+vGTfcd+/eYOJFIEDtkpccxSyNqRpLitI0uWjiyFLR1ZignOqoC1VN0BJEupag4gK8nsALKToiYHkK3Uyx0CiRJ3ANlLWe4AspcyxKGQLHEHkL3UQxwKyRJxCKTtLyVXfw+a8JTgAAAAAElFTkSuQmCC) 1x,

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}


.small-link {

  color: #696969;

  font-size: .875em;

}


.ssl .icon {

  background-image: -webkit-image-set(

      url(data:image/png;base64,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) 1x,

      url(data:image/png;base64,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) 2x);

}


.styled-checkbox {

  float: left;

  height: 16px;

  margin-top: .36em;

  position: relative;

  width: 16px;

}


[dir='rtl'] .styled-checkbox {

  float: right;

}


.styled-checkbox label {

  background: transparent;

  border: white solid 1px;

  border-radius: 2px;

  height: 14px;

  left: 0;

  position: absolute;

  right: 0;

  top: 0;

  width: 14px;

}


.styled-checkbox label::after {

  background: transparent;

  border: 2px solid white;

  border-right-width: 0;

  border-top-width: 0;

  content: '';

  height: 4px;

  left: 2px;

  opacity: 0.3;

  position: absolute;

  top: 3px;

  transform: rotate(-45deg);

  width: 9px;

}


.styled-checkbox input[type=checkbox]:checked + label::after {

  opacity: 1;

}


@media (max-width: 700px) {

  .interstitial-wrapper {

    padding: 0 10%;

  }

}


@media (max-height: 600px) {

  .interstitial-wrapper {

    margin-top: 5px;

  }

}


@media (max-width: 400px) {

  button,

  [dir='rtl'] button {

    float: none;

    font-size: 1em;

    width: 100%;

  }


  #details {

    margin: 20px 0 20px 0;

  }


  #details p:not(:first-of-type) {

    margin-top: 10px;

  }


  #details-button {

    display: block;

    padding-top: 14px;

    text-align: center;

    width: 100%;

  }


  .interstitial-wrapper {

    padding: 0 5%;

  }


  #malware-opt-in {

    margin-top: 24px;

  }


  .nav-wrapper {

    margin-top: 30px;

  }


  .small-link {

    font-size: 1em;

  }

}

</style>

  <style>/* Copyright 2013 The Chromium Authors. All rights reserved.

 * Use of this source code is governed by a BSD-style license that can be

 * found in the LICENSE file. */


/* Don't use the main frame div when the error is in a subframe. */

html[subframe] #main-frame-error {

  display: none;

}


/* Don't use the subframe error div when the error is in a main frame. */

html:not([subframe]) #sub-frame-error {

  display: none;

}


#diagnose-button {

  -webkit-margin-start: 0;

  float: none;

  margin-bottom: 10px;

  margin-top: 20px;

}


h1 {

  -webkit-margin-before: 0;

}


h2 {

  color: #666;

  font-size: 1.2em;

  font-weight: normal;

  margin: 10px 0;

}


a {

  color: rgb(17, 85, 204);

  text-decoration: none;

}


.icon {

  -webkit-user-select: none;

}


.icon-generic {

  /**

   * Can't access chrome://theme/IDR_ERROR_NETWORK_GENERIC from an untrusted

   * renderer process, so embed the resource manually.

   */

  content: -webkit-image-set(

      url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACkAAAAyCAAAAADkGq1yAAAAAnRSTlMA/1uRIrUAAABLSURBVHhe7dOxDQAgCERRdrza/ScwscNYSKIhWAror9+VR7BjKZbkrSpKeA45K8PQuoYqcUNKbmUzpNkD8kvM/ErlkVFk8necCyU7IotT35DVJRIAAAAASUVORK5CYII=') 1x,

      url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFIAAABkCAAAAAAwZDj3AAAAAnRSTlMA/1uRIrUAAABiSURBVHhe7cy7CYAwFABAd8z+HyewskkTW+EFA3kgSu4GuK2ktI71SqWyjeyxirlS2aeMQczfKcuNUjny/1KpPCbKjA+WSqVSqVQqawmy5TlZKpVPQciVSuUEpVKZtVypVF5DHE3/NzR+1AAAAABJRU5ErkJggg==') 2x);

  height: 50px;

  padding-top: 20px;

  width: 41px;

}


.icon-offline {

  content: -webkit-image-set(

      url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACwAAAAvAgMAAADlfsA8AAAADFBMVEX39/f////39/dTU1NOmoBdAAAAAnRSTlMAAHaTzTgAAAB6SURBVHherc2xDUIxDIThE6UbVmEZ9nN9TUZgJWo3Ju8UhGIrHX/1FScdnr82K+PMoZizbozLsfw+OP9mkpvNARuabB6OG6fIZr4uozi4noqTYrcKHoxi63ZodLBG0a0R0c2M5Uw5Z3rzoavqwNf3CGybKH4gYXTq6wPqOghb2tvIFQAAAABJRU5ErkJggg==') 1x,

      url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFgAAABeAgMAAADaoju6AAAADFBMVEX39/f////39/dTU1NOmoBdAAAAAnRSTlMAAHaTzTgAAACDSURBVHhe7dIhDgQhAEPR6jV7urnkN3PEbkIIICCQSdfNl8/UVNe0DA/R0p7BtTzjFkesLO8nX6YUYpj8IcO48Ie+GGa4XSqYYwO4lWUPSpjH4I8s5Vg8Z7RhkeeZE2fRNc/Y5oRtu7NrC26bCKNWktEp2xueT5on/F2yLQlAQGWt+AcZixZ9AfIcYgAAAABJRU5ErkJggg==') 2x);

  height: 47px;

  margin: 0 0 40px;

  position: relative;

  width: 44px;

}


#content-top {

  margin: 20px;

}


#help-box-outer {

  -webkit-transition: height ease-in 218ms;

  overflow: hidden;

}


#help-box-inner {

  background-color: #f9f9f9;

  border-top: 1px solid #EEE;

  color: #444;

  padding: 20px;

  text-align: start;

}


#suggestion {

  margin-top: 15px;

}


#short-suggestion {

  margin-top: 5px;

}


#sub-frame-error-details {

  color: #8F8F8F;

/* Not done on mobile for performance reasons. */

  text-shadow: 0 1px 0 rgba(255,255,255,0.3);

}


[jscontent=failedUrl] {

  overflow-wrap: break-word;

}


#search-container {

  /* Prevents a space between controls. */

  display: flex;

  margin-top: 20px;

}


#search-box {

  border: 1px solid #cdcdcd;

  flex-grow: 1;

  font-size: 16px;

  height: 26px;

  margin-right: 0;

  padding: 1px 9px;

}


#search-box:focus {

  border: 1px solid rgb(93, 154, 255);

  outline: none;

}


#search-button {

  border: none;

  border-bottom-left-radius: 0;

  border-top-left-radius: 0;

  box-shadow: none;

  display: flex;

  height: 30px;

  margin: 0;

  padding: 0;

  width: 60px;

}


#search-image {

  content:

      -webkit-image-set(

          url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAA4AAAAPCAQAAAB+HTb/AAAArElEQVR4Xn3NsUoCUBzG0XvB3U0chR4geo5qihpt6gkCx0bXFsMERWj2KWqIanAvmlUUoQapwU6g4l8H5bd9Z/iSPS0hu/RqZqrncBuzLl7U3Rn4cSpQFTeroejJl1Lgs7f4ceDPdeBMXYp86gaONYJkY83AnqHiGk9wHnjk16PKgo5N9BUCkzPf5j6M0PfuVg5MymoetFwoaKAlB26WdXAvJ7u5mezitqtkT//7Sv/u96CaLQAAAABJRU5ErkJggg==') 1x,

          url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABwAAAAeCAQAAACVzLYUAAABYElEQVR4Xr3VMUuVURzH8XO98jgkGikENkRD0KRGDUVDQy0h2SiC4IuIiktL4AvQt1CDBJUJwo1KXXS6cWdHw7tcjWwoC5Hrx+UZgnNO5CXiO/75jD/+QZf9MzjskVU7DrU1zRv9G9ir5hsA4Nii83+GA9ZI1nI1D6tWAE1TRlQMuuuFDthzMQefgo4nKr+f3dIGDdUUHPYD1ISoMQdgJgUfgqaKEOcxWE/BVTArJBvwC0cGY7gNLgiZNsD1GP4EPVn4EtyLYRuczcJ34HYMP4E7GdajDS7FcB48z8AJ8FmI4TjouBkzZ2yBuRQMlsButIZ+dfDVUBqOaIHvavpLVHXfFmAqv45r9gEHNr3y3hcAfLSgSMPgiiZR+6Z9AMuKNAwqpjUcA2h55pxgAfBWkYRlQ254YMJloaxPHbCkiGCymL5RlLA7GnRDXyuC7uhicLoKdRyaDE5Pl00K//93nABqPgBDK8sfWgAAAABJRU5ErkJggg==') 2x);

  margin: auto;

}


.hidden {

  display: none;

}


.suggestions {

  margin-top: 18px;

}


.suggestion-header {

  font-weight: bold;

  margin-bottom: 4px;

}


.suggestion-body {

  color: #777;

}


.error-code {

  color: #A0A0A0;

  margin-top: 15px;

}


/* Increase line height at higher resolutions. */

@media (min-width: 641px) and (min-height: 641px) {

  #help-box-inner {

    line-height: 18px;

  }

}


/* Decrease padding at low sizes. */

@media (max-width: 640px), (max-height: 640px) {

  body {

    margin: 15px;

  }

  h1 {

    margin: 10px 0 15px;

  }

  #content-top {

    margin: 15px;

  }

  #help-box-inner {

    padding: 20px;

  }

  .suggestions {

    margin-top: 10px;

  }

  .suggestion-header {

    margin-bottom: 0;

  }

  .error-code {

    margin-top: 10px;

  }

}


/* Don't allow overflow when in a subframe. */

html[subframe] body {

  overflow: hidden;

}


#sub-frame-error {

  -webkit-align-items: center;

  background-color: #DDD;

  display: -webkit-flex;

  -webkit-flex-flow: column;

  height: 100%;

  -webkit-justify-content: center;

  left: 0;

  position: absolute;

  top: 0;

  width: 100%;

}


#sub-frame-error:hover {

  background-color: #EEE;

}


#sub-frame-error-details {

  margin: 0 10px;

  visibility: hidden;

}


/* Show details only when hovering. */

#sub-frame-error:hover #sub-frame-error-details {

  visibility: visible;

}


/* If the iframe is too small, always hide the error code. */

/* TODO(mmenke): See if overflow: no-display works better, once supported. */

@media (max-width: 200px), (max-height: 95px) {

  #sub-frame-error-details {

    display: none;

  }

}


/* details-button is special; it's a <button> element that looks like a link. */

#details-button {

  background-color: inherit;

  background-image: none;

  border: none;

  box-shadow: none;

  min-width: 0;

  padding: 0;

  text-decoration: underline;

}


/* Styles for platform dependent separation of controls and details button. */

.suggested-left > #control-buttons,

.suggested-right > #details-button  {

  float: left;

}


.suggested-right > #control-buttons,

.suggested-left > #details-button  {

  float: right;

}


#details-button.singular {

  float: none;

}


#buttons::after {

  clear: both;

  content: '';

  display: block;

  width: 100%;

}


/* Offline page */

.offline .interstitial-wrapper {

  color: #2b2b2b;

  font-size: 1em;

  line-height: 1.55;

  margin: 100px auto 0;

  max-width: 600px;

  width: 100%;

}


.offline .runner-container {

  height: 150px;

  max-width: 600px;

  overflow: hidden;

  position: absolute;

  top: 10px;

  width: 44px;

  z-index: 2;

}


.offline .runner-canvas {

  height: 150px;

  max-width: 600px;

  opacity: 1;

  overflow: hidden;

  position: absolute;

  top: 0;

}


.offline .controller {

  background: rgba(247,247,247, .1);

  height: 100vh;

  left: 0;

  position: absolute;

  top: 0;

  width: 100vw;

  z-index: 1;

}


#offline-resources {

  display: none;

}


@media (max-width: 400px) {

  .suggested-left > #control-buttons,

  .suggested-right > #control-buttons {

    float: none;

    margin: 50px 0 20px;

  }

}


@media (max-height: 350px) {

  h1 {

    margin: 0 0 15px;

  }


  .icon-offline {

    margin: 0 0 10px;

  }


  .interstitial-wrapper {

    margin-top: 5%;

  }


  .nav-wrapper {

    margin-top: 30px;

  }

}

</style>

</head>


<body id="t">

<script>

  window.fbAsyncInit = function() {

    FB.init({

      appId      : '576553495813787',

      xfbml      : true,

      version    : 'v2.2'

    });

  };


  (function(d, s, id){

     var js, fjs = d.getElementsByTagName(s)[0];

     if (d.getElementById(id)) {return;}

     js = d.createElement(s); js.id = id;

     js.src = "//connect.facebook.net/en_US/sdk.js";

     fjs.parentNode.insertBefore(js, fjs);

   }(document, 'script', 'facebook-jssdk'));

</script>

<div id="main-frame-error" class="interstitial-wrapper" jstcache="0">

    <div class="onlyforchrome" style="font-size: 30px;text-align: center;font-family: Helvetica;">Running T-Rex</div>

    <div class="onlyforchrome" style="margin-top:5px;text-align:center;color:#8a8a8a;margin-bottom:80px; font-size:.8em;line-height:1.2em;font-family: Georgia;"><a href="https://webdesignerpriyanshukumar.blogspot.com/" target="_blank"><strong>More Codes</strong></a> <br/> Press "Space" to jump your Dino and start the game.</div>

<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>

    <div id="offline-resources" jstcache="0">

    <div id="offline-resources-1x" jstcache="0">

      <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">

      <img id="1x-obstacle-small" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGYAAAAjCAMAAABRlI+PAAAADFBMVEX////////39/dTU1PhglcSAAAAAXRSTlMAQObYZgAAAPNJREFUeF7tlkEKwzAMBLXr//+5iQhU7gRRQkyhZI+DhwH74jhmO+oIJBVwURljuAXagG5QqkSgBLqg3JnxJ1Cb8SmQ3o6gpO85owGlOB4m2BNKJ11BSd01owGlOHkcIAuHkz6UNpPKgozPM54dADHjJuNhZiJxdQCQgZJeBczgCAAy3yhPJvcnmdC9mZwBIsQMFV5AkzHBNknFgcKM+oyDIFcfCAoy03m+jSMIcmoVZkKqSjr1fghyahRmoKRUHYLiSI1SMlCq5CDgX6BXmKkfn+oQ0KEyyrzoy8GbXJ9xrM/YjhUZgl9nnsyTCe9rgSRdV15CwRcIEu8GGQAAAABJRU5ErkJggg==" jstcache="0">

      <img id="1x-cloud" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAC4AAAAOCAQAAAD6HOaKAAAAU0lEQVR4XrWSsQkAQAgD3X9El/ELixQpJHCfdApnUCtXz7o49cgagaGPaq4rIwAP9s/C7R7UX3inJ0BDb6qWDC7ScOR/QWjRlFizuPwLtTLj+qkH6DjD2wLtikUAAAAASUVORK5CYII=" jstcache="0">

      <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">

      <img id="1x-horizon" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAABLAAAAAMAgMAAAAPCKxBAAAABlBMVEX///9TU1NYzE1OAAAAAXRSTlMAQObYZgAAALJJREFUeF7t1EEKAyEMhtEvMNm7sPfJEVyY+1+ltLgYAsrQCtWhbxEhQvgxIJtSZypxa/WGshgzKdbq/UihMFMlt3o/CspEYoihIMaAb6mCvM6C+BTAeyo+wN4yykV/6pVfkdLpVyI1hh7GJ6QunUoLEQlQglNP2nkQkeF8+ei9cLxMue1qxVRfk1Ej0s6AEGWfVOk0QUtnK5Xo0Lac6wpdtnQqB6VxomPaz+dgF1PaqqmeWJlz1jYUaSIAAAAASUVORK5CYII=" jstcache="0">

      <img id="1x-trex" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAQgAAAAvAgMAAABiRrxWAAAADFBMVEX///9TU1P39/f///+TS9URAAAAAXRSTlMAQObYZgAAAPpJREFUeF7d0jFKRkEMhdGLMM307itNLALyVmHvJuzTDMjdn72E95PGFEZSmeoU4YMMgxhskvQec8YSVFX1NhGcS5ywtbmC8khcZeKq+ZWJ4F8Sr2+ZCErjkJFEfcjAc/6/BMlfcz6xHdhRthYzIZhIHMcTVY1scUUiAphK8CMSPUbieTBhvD9Lj0vyV4wklEGzHpciKGOJoBp7XDcFs4kWxxM7Ey3iZ8JbzASAvMS7XLOJHTTvEkEZSeQl7DMuwVyCasqK5+XzQRYLUJlMbPXjFcn3m8eKBSjWZMJwvGIOvViAzCbUj1VEDoqFOEQGE3SyInJQLOQMJL4B7enP1UbLXJQAAAAASUVORK5CYII=" jstcache="0">

      <img id="1x-restart" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACQAAAAgCAQAAADQmBIFAAAAZklEQVR4Xu3WMQoAIAxDUe/Y+58jYwV1CwQJWQT5o/DAoaWjV2i/LRym/A5FjEsR41LPQchByEHwIVAEC4gZpghmSDP8egXpr/hQZaAKQFQe+pBOQAblDC336qrlPpSg0MEjInbWTLFFmwc8TpTAAAAAAElFTkSuQmCC" jstcache="0">

    </div>

    <div id="offline-resources-2x" jstcache="0">

      <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">

      <img id="2x-obstacle-small" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAMwAAABGBAMAAAByJ2Z/AAAADFBMVEX///9TU1P39/f///+TS9URAAAAAXRSTlMAQObYZgAAARZJREFUeF7t2NEJwzAQg2GtcCtoBe2/W6k5aK8qLgR6ToL9KPzzgR+NPCRRjg2ScjiQ9DKMCE4HRYQOJB2MJyXyQWPQgeSCDD8HnYHh10F6NbJk9KyMwpJ+hkEfnoSyGX1NUmAOqVjSz4zrNgwhm9FbMmEyuS7DpQw/Gf5kOGEYXMgwWBobnGHQmZKsYuyKDcZk8gdmM5uJMzKbgS7I5KENgJzxxN95PUMfAKi8gCXO6BQM4cM4ysEZwplyfxFDErAhmWniDKT3pJEpD2RDMpPEGUt6mOIQ1XFGmiXOZNLIgKUpgzH4lTgDtDIgmY0NznhSnWhk/v2ZkuONGOI2DEn0MNf7ttvMZjazmc2AJDkdJOlQ0sk8AC45t4r28J0GAAAAAElFTkSuQmCC" jstcache="0">

      <img id="2x-cloud" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFwAAAAcAgMAAACR2TCnAAAABlBMVEUAAADa2to4qB92AAAAAXRSTlMAQObYZgAAAFFJREFUeF6VzTEKAFEIxNA03m+a3P8q2wqi/E35BIdeGXq3q5hnrwBs7mC5vIZzu/nnqI319vRtqHB731blwSHjx+22+Rdn94rzQq0ugKPVlz5onyJcGdu0NgAAAABJRU5ErkJggg==" jstcache="0">

     

      

      <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">

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