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              <div id="gameFrame">
		<!-- our game canvas -->
		<canvas id="gameCanvas" width="800" height="600">
			alternate content
		<canvas id="uiCanvas" width="800" height="600"></canvas>
		<!-- the "score board" that is layered over the game -->
		<!-- it will be wrapped in a DOMElement so EaselJS can control it -->
		<div id="gameStats" tabindex="1" autofocus>
				<tr><td class="label">Distance Run:</td><td id="distanceFld">0</td></tr>
				<tr><td class="label">Creatures Shot:</td><td id="killsFld">0</td></tr>
				<tr><td class="label">Hazards Dodged:</td><td id="hazardsFld">0</td></tr>
				<tr class="score"><td class="label">Total Score:</td><td id="scoreFld">0</td></tr>
	<!-- load only the libs we need to init the preload queue & draw the progress bar -->
	<!--<script src="https://code.createjs.com/createjs-2015.11.26.min.js"></script>-->
	<!-- kick things off: -->
	<!--<script src="js/GameInit.js"></script>-->
<a href="https://createjs.com/" target="_blank"><img id="logo" src="https://createjs.com/mediakit/createjs-badge-reverse.png"></a>
              #logo {
  position: absolute;
              //Planetary Gary full source found here:

Demonstrates a variety of advanced concepts including:

-preloading with progress UI & multiple parallel loads
using an external manifest to load sounds
managing assets as they load
ex1. music plays as soon as it finishes loading
ex2. sprite sheet builder runs as soon as all dependencies are loaded
-asynchronous run-time sprite sheet generation
all art is loaded as vector which allows scaling and keeps file size low
-sprite sheet is generated while other assets load
dynamic sound effects (reverb effect when clicking Start Game)
-StageGL for game rendering
state changes
-DOMElement for the score board
-tweening music volume
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