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                <div style="font-family:'Luckiest Guy',cursive;visibility:hidden;opacity:0;position:fixed;">&nbsp;</div>




                // This example uses the Phaser 2.2.2 framework

// Copyright © 2015 Michael Dobekidis
// Licensed under the terms of the MIT License
var reg = {};
var GameState = function(game) {};

// Load images and sounds
GameState.prototype.preload = function() {
  this.load.image("bg", "");


// Setup the example
GameState.prototype.create = function() {
  // Set stage background to something sky colored = 0x4488cc;, -200, 750, 580, "bg");
  this.scoreLabel = game.add.text(200, 100, "Score Over: ",{
    font: "48px Luckiest Guy",
    fontSize: 48,
    fill: "#1e1e1e"
  this.score = game.add.text(200, 100, "0",{
    font: "48px Luckiest Guy",
    fontSize: 48,
    fill: "#1e1e1e"
  this.scoreLabel.x = game.width/2 - this.scoreLabel.width/2-50;
  this.score.x = this.scoreLabel.x + this.scoreLabel.width+10;
  this.animateNumber("9000", this.updateScore, 10, 15);

// The update() method is called every frame
GameState.prototype.update = function() {


GameState.prototype.animateNumber = function(num, fn, step, speed, endFn) {
  var _step = step || 10;
  var _speed = speed || 10; // in seconds because this is total
  var repeats = Math.ceil(num / _step);
  var animSpeed = (_speed / repeats) * 1000; // in ms
  var _endFn = endFn || function() {;
  var _timer = game.time.create(true);
  _timer.repeat(animSpeed, repeats, fn, this, [_step]);

GameState.prototype.updateScore = function(amount) {
  this.score.text = Number(this.score.text) + Number(amount);

var game = new Phaser.Game(750, 380, Phaser.CANVAS, 'game');
game.state.add('game', GameState, true);