css Audio - Active file-generic CSS - Active Generic - Active HTML - Active JS - Active SVG - Active Text - Active file-generic Video - Active header Love html icon-new-collection icon-person icon-team numbered-list123 pop-out spinner split-screen star tv

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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              <a id="comicbubble" href="https://www.mozilla.org/en-US/firefox/developer/" target="_blank"></a>
            
          
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              @import url(//fonts.googleapis.com/css?family=Squada+One);
body {
  background: #282245
}

#comicbubble {
  position: absolute;
  z-index: 255;
  right: 16px;
  bottom: 16px;
  background: url(//mozilla.github.io/devtools-perf-game/images/comicbubble1.png);
  width: 314px;
  height: 143px;
  display: block;
  color: #cbdbfc;
  padding: 10px 10px;
  font-family: "Squada One";
  font-size: 24px;
  text-decoration: none
}
            
          
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              /**
 * This is bad and unoptimized code just for you to fix :)
 *
 * Get Firefox Developer Edition to try the new Performance Tools:
 *   https://www.mozilla.org/firefox/developer/
 *
 * 1. Open the `Performance` tool in Firefox Developer Edition
 * 2. Start recording a performance profile
 * 3. Play the game
 * 4. Stop profiling and check the Call Tree or Flame Chart for the maleficent
 *
 * Got ideas for better bottlenecks or even faster code, file
 * an issue or send us a pull request:
 *   https://github.com/mozilla/devtools-perf-game/issues
 */

/**
 * Creates a new array with all elements that pass the `test` function
 * @param {Array} array The array to filter
 * @param {Function} test Function to test each element, invoked with (element)
 * @return {Array} A new array with only passed elemennts
 */
Utils.filter = function(array, test) {
  var result = array.slice(); // Clone array
  for (var i = 0; i < result.length; i++) {
    if (!test(result[i])) {
      result.splice(i, 1); // Remove element
      i--;
    }
  }
  return result;
};

/**
 * Find nearest entity from a list of entities
 * @param {Entity} from Entity
 * @param {Entity[]} entities List of entities to compare
 * @return {Entity} Nearest Entity
 */
Utils.nearest = function(from, entities) {
  var distances = [];
  for (var i = 0; i < entities.length; i++) {
    var to = entities[i];
    if (from === to) continue;
    var distance = this.distance(from, to);
    distances.push({
      target: to,
      distance: distance
    });
  }
  if (!distances.length) {
    return null;
  }
  var sortedDistances = distances.sort(
    function sortDistances(a, b) {
      return a.distance - b.distance;
    }
  );
  return sortedDistances[0].target;
};

/**
 * Returns nearest ship of opposite team
 * @return {Ship} Nearest enemy ship
 */
ENGINE.Ship.prototype.getTarget = function() {
  var pool = [];
  for (var i = 0; i < this.game.entities.length; i++) {
    var entity = this.game.entities[i];
    if (!(entity instanceof ENGINE.Ship)) continue;
    if (entity.team !== this.team) pool.push(entity);
  }
  // Is Utils.nearest fast enough?
  return Utils.nearest(this, pool);
};

// We update those for positions, maybe we don't need it?
var axes = {
  x: Math.cos,
  y: Math.sin
};

/**
 * Update position for an entity that has speed and direction.
 * @param {Number} direction Angle given in radians
 * @param {Number} value Distance to move
 */
Utils.moveInDirection = function(direction, value) {
  Utils.justAnExpensiveLoop();
  value /= 100;
  for (var i = 0; i < 100; i++) {
    for (var axis in axes) {
      this[axis] += axes[axis](this.direction) * value;
    }
  }
};

/**
 * I am really just an expensive loop ;)
 * Remove me and all references calling me!
 */
Utils.justAnExpensiveLoop = function() {
  // This isn't even doing anything
  var oops = Array(1000);
  oops.map(function(val, i) {
    return Math.PI / 2500 * i;
  }).filter(function(rad) {
    return Math.sin(rad) > 0;
  });
}

/**
 * Update ship position with current direction and speed
 * @param {Number} dt Time delta for current frame in seconds
 */
ENGINE.Ship.prototype.move = function(dt) {
  if (!this.frozen) {
    Utils.moveInDirection.apply(this, [this.direction, this.speed * dt]);
  }

  if (this.force > 0) {
    this.force -= 200 * dt;
    Utils.moveInDirection.apply(this, [this.forceDirection, this.force * dt]);
  }
};

/**
 * Frame step for a particle
 * @param {Number} dt Time delta for current frame in seconds
 */
ENGINE.Particle.prototype.step = function(dt) {
  this.lifetime += dt;
  // Update position
  for (var axis in axes) {
    this[axis] += axes[axis](this.direction) * this.speed * dt;
  }
  this.speed = Math.max(0, this.speed - this.damping * dt);

  this.progress = Math.min(this.lifetime / this.duration, 1.0);
  // Put particle offscreen for pooling and to keep render time constant
  if (this.progress >= 1.0) {
    this.x = 0;
    this.y = 0;
    this.progress = 0;
  }
  // Update index for current sprite to render
  this.spriteIndex = Math.floor(this.progress * this.sprites.length);
}

/**
 * Check if star is in screen boundaries.
 * Otherwise wrap it to the opposite side of screen.
 * @param {Star} star Probed star
 */
ENGINE.BackgroundStars.prototype.wrap = function(star) {
  var pos = [star.x, star.y, 1, 1];
  var bounds = [0, 0, app.width, app.height];

  if (pos[0] < bounds[0]) star.x = app.width;
  if (pos[1] < bounds[1]) star.y = app.height;

  if (pos[0] > bounds[2]) star.x = 0;
  if (pos[1] > bounds[3]) star.y = 0;
};


            
          
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