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HTML

              
                <html>

<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:url" content="http://www.thecodepost.org">
<meta property="og:image" content="http://img.thecodepost.org/2015/01/trex.png">
<meta property="og:site_name" content="The Code Post">
<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:card" content="summary_large_image">
<meta name="twitter:site" content="@thecodepost">
<meta name="twitter:creator" content="@thecodepost">
<meta name="twitter:title" content="Check out the cool hidden game from Google Chrome!">
<meta name="twitter:description" content="Check out the cool hidden game from Google Chrome!">
<meta name="twitter:image:src" content="http://img.thecodepost.org/2015/01/trex.png">
<script src="https://apis.google.com/js/platform.js" async defer></script>

	<!--script type="text/javascript" src="a.js"></script-->
	<script type="text/javascript">
	function hideClass(name) {
       var myClasses = document.querySelectorAll(name),
      i = 0,
      l = myClasses.length;

      for (i; i < l; i++) {
        myClasses[i].style.display = 'none';
      }
	}
    // 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;
  font-size: 125%;
}

body.safe-browsing {
  background-color: rgb(206, 52, 38);
  color: white;
}

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);
}

[dir='rtl'] button {
  float: left;
}

button:active {
  background: rgb(50, 102, 213);
  outline: 0;
}

button:hover {
  box-shadow: 0 1px 3px rgba(0, 0, 0, .50);
}

.debugging-content {
  line-height: 1em;
  margin-bottom: 0;
  margin-top: 0;
}

.debugging-title {
  font-weight: bold;
}

#details {
  color: #696969;
  margin: 45px 0 50px;
}

#details p:not(:first-of-type) {
  margin-top: 20px;
}

#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;
}

.interstitial-wrapper {
  box-sizing: border-box;
  font-size: 1em;
  line-height: 1.6em;
  margin: 50px auto 0;
  max-width: 600px;
  width: 100%;
}

#malware-opt-in {
  font-size: .875em;
  margin-top: 39px;
}

.nav-wrapper {
  margin-top: 51px;
}

.nav-wrapper::after {
  clear: both;
  content: '';
  display: table;
  width: 100%;
}

#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;
}

.safe-browsing button:active {
  background-color: rgb(206, 52, 38);
  border-color: rgba(255, 255, 255, .6);
}

.safe-browsing button:hover {
  box-shadow: 0 2px 3px rgba(0, 0, 0, .5);
}

.safe-browsing .icon {
  background-image: -webkit-image-set(
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      url(data:image/png;base64,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) 2x);
}

.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,iVBORw0KGgoAAAANSUhEUgAAAJAAAACQCAYAAADnRuK4AAAMFklEQVR4XuzcW2wUVRzH8fFSpaSx+AAJD5IqNcRSWhSkFwvEAFogKPWlxhivGC+JiAkaMBjC5UEjAU0E44sJMTGGKApeaKBdWtoCIj6B2AsYsRZDq7ZcWmnRHn9pJvnXTlDPzM7sOcffJt+XJs1mm09+szOdXU8pFTrGCCBKjIAYATECYgTECKh9foktjUEz0CNoPXofpdC36BT6BfUgNaJe1IGOo1r/d9ahh9Ed6PoMvyYCirFstAi9hY6iy0ilucvoqP8c96IxdgMioFy0DH2G+pBKuD70KXoMjbUHEAHNRNtRP1KG1IveRkXmAiKgOSiFlOF9jqabA4iApqAvkLKoIbQD5WcOEAFloXVoAClL60dr0LWIgBJenW+QcqSv0C2IgBLoHvQbUo71K7qbgOJtuVzDcbJB9DQBxdNaAeB8LxNQeluJ1P+sFwgoPT0bE4AutBdtQs+gJWgGmoRuRLkjAI/zf5aHSlAVeh5tRc3ofEyn+k8SULTmoT/SeMq8Ez2B8tKM/GpUjF5CTWgoTYgG0BwCCtdE1JUGOMfQU7IoiTQJbUBn04DoDBpPQHpdhWoiwmlF1f46eBlqLFqJeiIi2kVAej0a8VT4FZSFPEOagD6MiKiagP5buREOXR1oJvIM7XF0KSSgTpRDQP/e6yHxHEcTkWd4FREOaWsJ6J+bEPLmr3Z5o2lFJSFfZw/KIaArtyHk/5DykWdZ94W8RPEiAV35vuXuEICqkGdpG0MAOo2uI6BgD4bAswN5FpeFjoVAtJSAgu0Jcbo+GXmWVxkC0CcE9PfGoUFNQO8iz5FSIe5kzCEg6SGkNCtwCNDiaO/9COg9TTwHkedQ16AfNQFtIyDplCag5chzrNc0AZ1ABITGI6XZFAcBzdUE9Ce6gYBwk3yI6yCeg2WFuDEN6AjoOWev/ehXrwkId1IS0BuagNY4DGiLJqDNBISLYmHui3G0ZZqAPiIg/U+YznYY0Dz9T7QSUIcmoMkOAyrQBNRGQPpnHrkOA7pJE1A3AQGFZtkOA8oN8cVVBKSZ53DZmoAGCIiAIi2yFYAIiIAIiIAIiIAIqBC9ivaiTvQ7UpFi/egnVINWo6kuAlqCDhNAYjWihS4Ays/odzezGnSzrYCq0QUCyHjnUJVtgFajIQIwpiG0whZAqwjA2FaYDqja+OXhElUZCQgAbkUXCcD4elGeUYD8r6TbTwDWVGMaoAcIwLoqTQJ0hACs64ARgADgdgKwtttMALSeAKxtlQmA6gjA2r40AdDPBGBtP5gAaJAArO2iCYCUvTECYgTECMjGGAExAmIEZGmMgBgBMQKyNEZAjIAYAZncyYUVqn1BaWaeu7LCZkAEdHLRbNV35JA6t2d34oi633lTXWr7Tp1aOt8+QAQkePyHIEoIj//QQERApuIJIEoKjyBq0UBEQObhCSJKAE8Q0fdVCwIACMgWPEFECeGRzrecUO33B5aIgIzB87XgSQRREI91iAgIAUJgeZJC1L1ti/bzXmg9odoWzzUJEBfo7KaNSg0NJYdI8Gh3+oPtqr5smmqZN0sAEJD1iBLDs2/WVLXvzgJVX1ooiAjICURJ4QEihBoEEQE5gih+PD6g2uGmApEczgjIDUQxL4/gQaoOHZD3RATkFiLBA5BpXR4BhEoEEQG5hEjwxLA8giflJ4gIyAlEuEgY+/KkRtUoiAjIdkQokeWRCtV+1FRWJIhcB0RE0ZdH8PiVAlG5ICIgsxAZujyCp95PEBGQaYiMXZ76UTULIgIyDJGhyyM1DDdNEBGQcYgMXR7Bg4ZP7w/eVSyICMgoRGYuj+BBgqgViAjIkLq3bg4NqHPXxwIoxuUZWSM6JIjsB9QGALbWFR6PINoNREAR6/IIHiSIcDiL9jcgoLjw6COqxVpgjZC/QMBSF6gQgPxKAUgSTICDVEPZiAKQilRjeZEgIiB78QiinaoOiJLCg1STICIgS/EEEWEhYsYjgPwOV0wXRDYCIh7pDBClACDW5RlVc3mxILINUCsAWNBf7dpPi1tlFMdx+1IUFDrOTJLpxKaTZHRaF4JglYqgXfka3BSsXVhd6s434MadBQt2krT513Qmfwqt2mlVEEeQFrUFRYXBQq+/55555gfPSci9N5PkJtzF9w2EDyc554nCMwFE4508xCNhM+sA0T0gCvy5xALQKQCIddHx/PLF597OxQ8iwbt/+ZJXw9QQPDpBtORXBxLmQAKe5hoiIEICnFZeurFf2yA6+ULAzyYBNDY8u8BTwjZVwo3nzsXzkRFV15ZHw8MwiVjrREoy08epQ0SzAAja4xnwfBJx8hCPbYeIIk8i3oCW/GTrYg3mNXMuHCZwNJ4tBkQZIMoO/YwSQKPj0ZMnCzyrC0jwlP2eHxVRCDyDD4gtAELy+8dpy5ZP+XX9SZRNAE1w8hBP1uJhFRT1N9GDy196dUGkr88MeFw4TOAgBUfj2ZaIKK6AzOoYp34bafKYqXNUyh71yoiA+Np+96OoiC55DQAYgify5CEe1kbdoiBSn1cCaEQ8nDzEk1V49F81RkRUB4CamkJ6hR98A9KQ7Ba2xQiJiBJA45g8m8CxCTx+Agg5X2NAU3HaGXESaTxI40HEw4LjaRekXjFDRAkg9uPpU97jR3+Mhier8ZQH47GPppEm0aPt616jmBn75CGetI2I4gLIXD7j0E/vvgVED8c+eYiHr+73PiaiIHiaxZUJTh4C6vgJortAdC8B1BfRJCaPenUnogh4Al6fW0xdoBWkgil9UNupty6IEkB9EP3HrzPVz8BzBTiuAI+fABJQkkAClrIb0FRsxwUQ04j019bK/hvYsOsz8bBweNBAPJ2iBEQJIMZunX3d23uoEe0SD+BoPKWoePjyDkQXFKJHW33wTHjyEA/rFmMA6C7eXOLY7bNvENFYJw/xmKo5IiKeGE0e4kkABUQ0ickj5ZhB9PBG06sDT9U+np6Q9APqMtZ6qSlpSACCLCINqWBKSwKIuZAKGVsCaFg3X3tZTR5pwSaQgKXkBjRl23EDiBHTIrJwWNUEHMTDFB5EPIyAUn4tST+i5m1pv20nhScBFC4zvr8GGkQ8aPOw8DhVmTye5iT9gLqPZ+DfNoLiSUfC040DoB2sgrOQGdcyhRYO2kSydbkBjc3fuhjX+EUUFA/SeBDxsHB4UEQ8qJgAClUbiATOZPHUVcvYwqSGpCEBCLKINKS8KW0TRMzZxDLMIiqiBFD4sIEATng8bBHJVxdzIZnfPqzGBA8iHhYGDwqGx6ljKrKpA7oDALMWRrdFxICmJPH3D4uEp6bwDFjh2bA7EMAgd41nQMMUHr3KJ4CihvFt0ATDw/Qaz9Qf6GtM8CDiYWHwIOJxK7C+a3yR8Sts+oAeI29WJ1FpyB2oggLgQc4KzwbegBps6B2oBTjqBsQi4cEE+mfqgL47mX2AvFkN70H+Gq9XeR4SkV7jGfFICg8iHhYKDzo8PAS0GwdA15A3y3WBqBwFT0wmD0szi6jI2kBj6rAr0we0kf0QeTMeEK0YLIc1ebiF8QKtMQEIsog0pLxJPWMQU4EFwqMBnZs6oG83sivIm4d6QIQNTJILNFOQsIHlpGtOAgcpOGHxpA4VT8dtPbMwdUBQZBD15ggRsATCowHFZfIwfUDkIfE6AUwf0BnkzROiyrQmj19qUM4mlnau0S6mjF/bTSbQK7EB9M1G9giqI29euglEwDIADyOmpYOqTtzElv3qkrpGE1IKjYxH6o9nkwCmD8giehb9O0+IeuvHAGdx/5hoMEn6Et0fTy00npQ03snzJ3o6VoCIaPVt5M1TQCSTiCk8aJyTx/kxnWYWUYFtAYoNiJhsYE/QGQKIGaDbG6umc8ibp26+uGKQDJ48TEMCEGQRaUhrppQkgFhEPNuMeKT3CCCugKT30ZN5QtQDoqsAwSm0JClA4fCgEHiiTx7iiTsg9g76e+4mUY5w0AQmj65lKjAicpI70F/oTQKIM6CXVt2eQw3kzUlERDg6AEEWkYa0ZmINp2aeBcOD+uMpo2cIIOaAbgFNn46g06iLvHmot05EyMEjVSV9E1pDQfFEnzzbgPMqAcwqIF0aXUAVdB/tzS6iYwYHD4ooCB4UBQ/T29geNrFfURmdB6hFAoh//wP7Cc82cAc2XQAAAABJRU5ErkJggg==) 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="http://www.thecodepost.org/internet/play-hidden-t-rex-game-offline-chrome/" target="_blank"><strong>T-Rex Dino game</strong></a> from Google Chrome offline mode ripped by <a href="https://www.twitter.com/thecodepost" target="_blank"><strong>@thecodepost</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">
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  <script type="text/javascript">
    if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) {
      new Runner('.interstitial-wrapper');
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  <div class="onlyforchrome">
    <div id="socialbutts" class="addthis_toolbox addthis_default_style" style="text-align:center; padding-top:65px;">
      <table border="0" style="margin:0 auto;"><tr>
			<td><div
				class="fb-like"
				data-share="false"
				data-width="150"
				data-show-faces="false">
			</div></td>
			<td style="padding-left:15px;"><div class="g-plusone" data-size="medium" data-href="http://apps.thecodepost.org/trex/trex.html"></div></td>
			<td><a href="https://twitter.com/share" class="twitter-share-button" data-url="http://apps.thecodepost.org/trex/trex.html" data-text="Cool Hidden T-Rex game" data-via="thecodepost" data-hashtags="trexgame">Tweet</a>
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