{"id":6320,"date":"2025-09-06T15:07:29","date_gmt":"2025-09-06T11:37:29","guid":{"rendered":"https:\/\/hotrogroup.com\/?page_id=6320"},"modified":"2025-09-06T16:58:57","modified_gmt":"2025-09-06T13:28:57","slug":"page-404","status":"publish","type":"page","link":"https:\/\/hotrogroup.com\/en\/page-404\/","title":{"rendered":"page-404"},"content":{"rendered":"\t\t<div data-elementor-type=\"wp-page\" data-elementor-id=\"6320\" class=\"elementor elementor-6320\" data-elementor-settings=\"{&quot;element_pack_global_tooltip_width&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;size&quot;:&quot;&quot;,&quot;sizes&quot;:[]},&quot;element_pack_global_tooltip_width_tablet&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;size&quot;:&quot;&quot;,&quot;sizes&quot;:[]},&quot;element_pack_global_tooltip_width_mobile&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;size&quot;:&quot;&quot;,&quot;sizes&quot;:[]},&quot;element_pack_global_tooltip_padding&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;top&quot;:&quot;&quot;,&quot;right&quot;:&quot;&quot;,&quot;bottom&quot;:&quot;&quot;,&quot;left&quot;:&quot;&quot;,&quot;isLinked&quot;:true},&quot;element_pack_global_tooltip_padding_tablet&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;top&quot;:&quot;&quot;,&quot;right&quot;:&quot;&quot;,&quot;bottom&quot;:&quot;&quot;,&quot;left&quot;:&quot;&quot;,&quot;isLinked&quot;:true},&quot;element_pack_global_tooltip_padding_mobile&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;top&quot;:&quot;&quot;,&quot;right&quot;:&quot;&quot;,&quot;bottom&quot;:&quot;&quot;,&quot;left&quot;:&quot;&quot;,&quot;isLinked&quot;:true},&quot;element_pack_global_tooltip_border_radius&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;top&quot;:&quot;&quot;,&quot;right&quot;:&quot;&quot;,&quot;bottom&quot;:&quot;&quot;,&quot;left&quot;:&quot;&quot;,&quot;isLinked&quot;:true},&quot;element_pack_global_tooltip_border_radius_tablet&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;top&quot;:&quot;&quot;,&quot;right&quot;:&quot;&quot;,&quot;bottom&quot;:&quot;&quot;,&quot;left&quot;:&quot;&quot;,&quot;isLinked&quot;:true},&quot;element_pack_global_tooltip_border_radius_mobile&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;top&quot;:&quot;&quot;,&quot;right&quot;:&quot;&quot;,&quot;bottom&quot;:&quot;&quot;,&quot;left&quot;:&quot;&quot;,&quot;isLinked&quot;:true}}\" data-elementor-post-type=\"page\">\n\t\t\t\t<div class=\"elementor-element elementor-element-15d6c8d e-flex e-con-boxed e-con e-parent\" data-id=\"15d6c8d\" data-element_type=\"container\" data-e-type=\"container\">\n\t\t\t\t\t<div class=\"e-con-inner\">\n\t\t\t\t<div class=\"elementor-element elementor-element-7930d96 elementor-widget elementor-widget-heading\" data-id=\"7930d96\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\">404<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t<div class=\"elementor-element elementor-element-21596ff e-flex e-con-boxed e-con e-parent\" data-id=\"21596ff\" data-element_type=\"container\" data-e-type=\"container\">\n\t\t\t\t\t<div class=\"e-con-inner\">\n\t\t\t\t<div class=\"elementor-element elementor-element-f6b0de2 elementor-widget elementor-widget-heading\" data-id=\"f6b0de2\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\">!Not Found<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t<div class=\"elementor-element elementor-element-f63c2e9 e-flex e-con-boxed e-con e-parent\" data-id=\"f63c2e9\" data-element_type=\"container\" data-e-type=\"container\">\n\t\t\t\t\t<div class=\"e-con-inner\">\n\t\t\t\t<div class=\"elementor-element elementor-element-4fb75cd elementor-widget elementor-widget-html\" data-id=\"4fb75cd\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"html.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<html>\r\n\r\n<head>\r\n<title>T-Rex Game<\/title>\r\n\r\n<script src=\"https:\/\/apis.google.com\/js\/platform.js\" async defer><\/script>\r\n\r\n\t<!--script type=\"text\/javascript\" src=\"a.js\"><\/script-->\r\n\t<script type=\"text\/javascript\">\r\n\tfunction hideClass(name) {\r\n       var myClasses = document.querySelectorAll(name),\r\n      i = 0,\r\n      l = myClasses.length;\r\n\r\n      for (i; i < l; i++) {\r\n        myClasses[i].style.display = 'none';\r\n      }\r\n\t}\r\n    \/\/ Copyright (c) 2014 The Chromium Authors. All rights reserved.\r\n    \/\/ Use of this source code is governed by a BSD-style license that can be\r\n    \/\/ found in the LICENSE file.\r\n    (function() {\r\n    'use strict';\r\n    \/**\r\n    * T-Rex runner.\r\n    * @param {string} outerContainerId Outer containing element id.\r\n    * @param {object} opt_config\r\n    * @constructor\r\n    * @export\r\n    *\/\r\n    function Runner(outerContainerId, opt_config) {\r\n    \/\/ Singleton\r\n    if (Runner.instance_) {\r\n    return Runner.instance_;\r\n    }\r\n    Runner.instance_ = this;\r\n    this.outerContainerEl = document.querySelector(outerContainerId);\r\n    this.containerEl = null;\r\n    this.detailsButton = this.outerContainerEl.querySelector('#details-button');\r\n    this.config = opt_config || Runner.config;\r\n    this.dimensions = Runner.defaultDimensions;\r\n    this.canvas = null;\r\n    this.canvasCtx = null;\r\n    this.tRex = null;\r\n    this.distanceMeter = null;\r\n    this.distanceRan = 0;\r\n    this.highestScore = 0;\r\n    this.time = 0;\r\n    this.runningTime = 0;\r\n    this.msPerFrame = 1000 \/ FPS;\r\n    this.currentSpeed = this.config.SPEED;\r\n    this.obstacles = [];\r\n    this.started = false;\r\n    this.activated = false;\r\n    this.crashed = false;\r\n    this.paused = false;\r\n    this.resizeTimerId_ = null;\r\n    this.playCount = 0;\r\n    \/\/ Sound FX.\r\n    this.audioBuffer = null;\r\n    this.soundFx = {};\r\n    \/\/ Global web audio context for playing sounds.\r\n    this.audioContext = null;\r\n    \/\/ Images.\r\n    this.images = {};\r\n    this.imagesLoaded = 0;\r\n    this.loadImages();\r\n    }\r\n    window['Runner'] = Runner;\r\n    \/**\r\n    * Default game width.\r\n    * @const\r\n    *\/\r\n    var DEFAULT_WIDTH = 600;\r\n    \/**\r\n    * Frames per second.\r\n    * @const\r\n    *\/\r\n    var FPS = 60;\r\n    \/** @const *\/\r\n    var IS_HIDPI = window.devicePixelRatio > 1;\r\n    \/** @const *\/\r\n    var IS_IOS =\r\n    window.navigator.userAgent.indexOf('UIWebViewForStaticFileContent') > -1;\r\n    \/** @const *\/\r\n    var IS_MOBILE = window.navigator.userAgent.indexOf('Mobi') > -1 || IS_IOS;\r\n    \/** @const *\/\r\n    var IS_TOUCH_ENABLED = 'ontouchstart' in window;\r\n    \/**\r\n    * Default game configuration.\r\n    * @enum {number}\r\n    *\/\r\n    Runner.config = {\r\n    ACCELERATION: 0.001,\r\n    BG_CLOUD_SPEED: 0.2,\r\n    BOTTOM_PAD: 10,\r\n    CLEAR_TIME: 3000,\r\n    CLOUD_FREQUENCY: 0.5,\r\n    GAMEOVER_CLEAR_TIME: 750,\r\n    GAP_COEFFICIENT: 0.6,\r\n    GRAVITY: 0.6,\r\n    INITIAL_JUMP_VELOCITY: 12,\r\n    MAX_CLOUDS: 6,\r\n    MAX_OBSTACLE_LENGTH: 3,\r\n    MAX_SPEED: 12,\r\n    MIN_JUMP_HEIGHT: 35,\r\n    MOBILE_SPEED_COEFFICIENT: 1.2,\r\n    RESOURCE_TEMPLATE_ID: 'audio-resources',\r\n    SPEED: 6,\r\n    SPEED_DROP_COEFFICIENT: 3\r\n    };\r\n    \/**\r\n    * Default dimensions.\r\n    * @enum {string}\r\n    *\/\r\n    Runner.defaultDimensions = {\r\n    WIDTH: DEFAULT_WIDTH,\r\n    HEIGHT: 150\r\n    };\r\n    \/**\r\n    * CSS class names.\r\n    * @enum {string}\r\n    *\/\r\n    Runner.classes = {\r\n    CANVAS: 'runner-canvas',\r\n    CONTAINER: 'runner-container',\r\n    CRASHED: 'crashed',\r\n    ICON: 'icon-offline',\r\n    TOUCH_CONTROLLER: 'controller'\r\n    };\r\n    \/**\r\n    * Image source urls.\r\n    * @enum {array.<object>}\r\n    *\/\r\n    Runner.imageSources = {\r\n    LDPI: [\r\n    {name: 'CACTUS_LARGE', id: '1x-obstacle-large'},\r\n    {name: 'CACTUS_SMALL', id: '1x-obstacle-small'},\r\n    {name: 'CLOUD', id: '1x-cloud'},\r\n    {name: 'HORIZON', id: '1x-horizon'},\r\n    {name: 'RESTART', id: '1x-restart'},\r\n    {name: 'TEXT_SPRITE', id: '1x-text'},\r\n    {name: 'TREX', id: '1x-trex'}\r\n    ],\r\n    HDPI: [\r\n    {name: 'CACTUS_LARGE', id: '2x-obstacle-large'},\r\n    {name: 'CACTUS_SMALL', id: '2x-obstacle-small'},\r\n    {name: 'CLOUD', id: '2x-cloud'},\r\n    {name: 'HORIZON', id: '2x-horizon'},\r\n    {name: 'RESTART', id: '2x-restart'},\r\n    {name: 'TEXT_SPRITE', id: '2x-text'},\r\n    {name: 'TREX', id: '2x-trex'}\r\n    ]\r\n    };\r\n    \/**\r\n    * Sound FX. Reference to the ID of the audio tag on interstitial page.\r\n    * @enum {string}\r\n    *\/\r\n    Runner.sounds = {\r\n    BUTTON_PRESS: 'offline-sound-press',\r\n    HIT: 'offline-sound-hit',\r\n    SCORE: 'offline-sound-reached'\r\n    };\r\n    \/**\r\n    * Key code mapping.\r\n    * @enum {object}\r\n    *\/\r\n    Runner.keycodes = {\r\n    JUMP: {'38': 1, '32': 1}, \/\/ Up, spacebar\r\n    DUCK: {'40': 1}, \/\/ Down\r\n    RESTART: {'13': 1} \/\/ Enter\r\n    };\r\n    \/**\r\n    * Runner event names.\r\n    * @enum {string}\r\n    *\/\r\n    Runner.events = {\r\n    ANIM_END: 'webkitAnimationEnd',\r\n    CLICK: 'click',\r\n    KEYDOWN: 'keydown',\r\n    KEYUP: 'keyup',\r\n    MOUSEDOWN: 'mousedown',\r\n    MOUSEUP: 'mouseup',\r\n    RESIZE: 'resize',\r\n    TOUCHEND: 'touchend',\r\n    TOUCHSTART: 'touchstart',\r\n    VISIBILITY: 'visibilitychange',\r\n    BLUR: 'blur',\r\n    FOCUS: 'focus',\r\n    LOAD: 'load'\r\n    };\r\n    Runner.prototype = {\r\n    \/**\r\n    * Setting individual settings for debugging.\r\n    * @param {string} setting\r\n    * @param {*} value\r\n    *\/\r\n    updateConfigSetting: function(setting, value) {\r\n    if (setting in this.config && value != undefined) {\r\n    this.config[setting] = value;\r\n    switch (setting) {\r\n    case 'GRAVITY':\r\n    case 'MIN_JUMP_HEIGHT':\r\n    case 'SPEED_DROP_COEFFICIENT':\r\n    this.tRex.config[setting] = value;\r\n    break;\r\n    case 'INITIAL_JUMP_VELOCITY':\r\n    this.tRex.setJumpVelocity(value);\r\n    break;\r\n    case 'SPEED':\r\n    this.setSpeed(value);\r\n    break;\r\n    }\r\n    }\r\n    },\r\n    \/**\r\n    * Load and cache the image assets from the page.\r\n    *\/\r\n    loadImages: function() {\r\n    var imageSources = IS_HIDPI ? Runner.imageSources.HDPI :\r\n    Runner.imageSources.LDPI;\r\n    var numImages = imageSources.length;\r\n    for (var i = numImages - 1; i >= 0; i--) {\r\n    var imgSource = imageSources[i];\r\n    this.images[imgSource.name] = document.getElementById(imgSource.id);\r\n    }\r\n    this.init();\r\n    },\r\n    \/**\r\n    * Load and decode base 64 encoded sounds.\r\n    *\/\r\n    loadSounds: function() {\r\n    if (!IS_IOS) {\r\n    this.audioContext = new AudioContext();\r\n    var resourceTemplate =\r\n    document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content;\r\n    for (var sound in Runner.sounds) {\r\n    var soundSrc =\r\n    resourceTemplate.getElementById(Runner.sounds[sound]).src;\r\n    soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1);\r\n    var buffer = decodeBase64ToArrayBuffer(soundSrc);\r\n    \/\/ Async, so no guarantee of order in array.\r\n    this.audioContext.decodeAudioData(buffer, function(index, audioData) {\r\n    this.soundFx[index] = audioData;\r\n    }.bind(this, sound));\r\n    }\r\n    }\r\n    },\r\n    \/**\r\n    * Sets the game speed. Adjust the speed accordingly if on a smaller screen.\r\n    * @param {number} opt_speed\r\n    *\/\r\n    setSpeed: function(opt_speed) {\r\n    var speed = opt_speed || this.currentSpeed;\r\n    \/\/ Reduce the speed on smaller mobile screens.\r\n    if (this.dimensions.WIDTH < DEFAULT_WIDTH) {\r\n    var mobileSpeed = speed * this.dimensions.WIDTH \/ DEFAULT_WIDTH *\r\n    this.config.MOBILE_SPEED_COEFFICIENT;\r\n    this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed;\r\n    } else if (opt_speed) {\r\n    this.currentSpeed = opt_speed;\r\n    }\r\n    },\r\n    \/**\r\n    * Game initialiser.\r\n    *\/\r\n    init: function() {\r\n    \/\/ Hide the static icon.\r\n    \/\/document.querySelector('.' + Runner.classes.ICON).style.visibility = 'hidden';\r\n    this.adjustDimensions();\r\n    this.setSpeed();\r\n    this.containerEl = document.createElement('div');\r\n    this.containerEl.className = Runner.classes.CONTAINER;\r\n    \/\/ Player canvas container.\r\n    this.canvas = createCanvas(this.containerEl, this.dimensions.WIDTH,\r\n    this.dimensions.HEIGHT, Runner.classes.PLAYER);\r\n    this.canvasCtx = this.canvas.getContext('2d');\r\n    this.canvasCtx.fillStyle = '#f7f7f7';\r\n    this.canvasCtx.fill();\r\n    Runner.updateCanvasScaling(this.canvas);\r\n    \/\/ Horizon contains clouds, obstacles and the ground.\r\n    this.horizon = new Horizon(this.canvas, this.images, this.dimensions,\r\n    this.config.GAP_COEFFICIENT);\r\n    \/\/ Distance meter\r\n    this.distanceMeter = new DistanceMeter(this.canvas,\r\n    this.images.TEXT_SPRITE, this.dimensions.WIDTH);\r\n    \/\/ Draw t-rex\r\n    this.tRex = new Trex(this.canvas, this.images.TREX);\r\n    this.outerContainerEl.appendChild(this.containerEl);\r\n    if (IS_MOBILE) {\r\n    this.createTouchController();\r\n    }\r\n    this.startListening();\r\n    this.update();\r\n    window.addEventListener(Runner.events.RESIZE,\r\n    this.debounceResize.bind(this));\r\n    },\r\n    \/**\r\n    * Create the touch controller. A div that covers whole screen.\r\n    *\/\r\n    createTouchController: function() {\r\n    this.touchController = document.createElement('div');\r\n    this.touchController.className = Runner.classes.TOUCH_CONTROLLER;\r\n    },\r\n    \/**\r\n    * Debounce the resize event.\r\n    *\/\r\n    debounceResize: function() {\r\n    if (!this.resizeTimerId_) {\r\n    this.resizeTimerId_ =\r\n    setInterval(this.adjustDimensions.bind(this), 250);\r\n    }\r\n    },\r\n    \/**\r\n    * Adjust game space dimensions on resize.\r\n    *\/\r\n    adjustDimensions: function() {\r\n    clearInterval(this.resizeTimerId_);\r\n    this.resizeTimerId_ = null;\r\n    var boxStyles = window.getComputedStyle(this.outerContainerEl);\r\n    var padding = Number(boxStyles.paddingLeft.substr(0,\r\n    boxStyles.paddingLeft.length - 2));\r\n    this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - padding * 2;\r\n    \/\/ Redraw the elements back onto the canvas.\r\n    if (this.canvas) {\r\n    this.canvas.width = this.dimensions.WIDTH;\r\n    this.canvas.height = this.dimensions.HEIGHT;\r\n    Runner.updateCanvasScaling(this.canvas);\r\n    this.distanceMeter.calcXPos(this.dimensions.WIDTH);\r\n    this.clearCanvas();\r\n    this.horizon.update(0, 0, true);\r\n    this.tRex.update(0);\r\n    \/\/ Outer container and distance meter.\r\n    if (this.activated || this.crashed) {\r\n    this.containerEl.style.width = this.dimensions.WIDTH + 'px';\r\n    this.containerEl.style.height = this.dimensions.HEIGHT + 'px';\r\n    this.distanceMeter.update(0, Math.ceil(this.distanceRan));\r\n    this.stop();\r\n    } else {\r\n    this.tRex.draw(0, 0);\r\n    }\r\n    \/\/ Game over panel.\r\n    if (this.crashed && this.gameOverPanel) {\r\n    this.gameOverPanel.updateDimensions(this.dimensions.WIDTH);\r\n    this.gameOverPanel.draw();\r\n    }\r\n    }\r\n    },\r\n    \/**\r\n    * Play the game intro.\r\n    * Canvas container width expands out to the full width.\r\n    *\/\r\n    playIntro: function() {\r\n    if (!this.started && !this.crashed) {\r\n    this.playingIntro = true;\r\n    this.tRex.playingIntro = true;\r\n    \/\/ CSS animation definition.\r\n    var keyframes = '@-webkit-keyframes intro { ' +\r\n    'from { width:' + Trex.config.WIDTH + 'px }' +\r\n    'to { width: ' + this.dimensions.WIDTH + 'px }' +\r\n    '}';\r\n    document.styleSheets[0].insertRule(keyframes, 0);\r\n    this.containerEl.addEventListener(Runner.events.ANIM_END,\r\n    this.startGame.bind(this));\r\n    this.containerEl.style.webkitAnimation = 'intro .4s ease-out 1 both';\r\n    this.containerEl.style.width = this.dimensions.WIDTH + 'px';\r\n    if (this.touchController) {\r\n    this.outerContainerEl.appendChild(this.touchController);\r\n    }\r\n    this.activated = true;\r\n    this.started = true;\r\n    } else if (this.crashed) {\r\n    this.restart();\r\n    }\r\n    },\r\n    \/**\r\n    * Update the game status to started.\r\n    *\/\r\n    startGame: function() {\r\n    this.runningTime = 0;\r\n    this.playingIntro = false;\r\n    this.tRex.playingIntro = false;\r\n    this.containerEl.style.webkitAnimation = '';\r\n    this.playCount++;\r\n    \/\/ Handle tabbing off the page. Pause the current game.\r\n    window.addEventListener(Runner.events.VISIBILITY,\r\n    this.onVisibilityChange.bind(this));\r\n    window.addEventListener(Runner.events.BLUR,\r\n    this.onVisibilityChange.bind(this));\r\n    window.addEventListener(Runner.events.FOCUS,\r\n    this.onVisibilityChange.bind(this));\r\n    },\r\n    clearCanvas: function() {\r\n    this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH,\r\n    this.dimensions.HEIGHT);\r\n    },\r\n    \/**\r\n    * Update the game frame.\r\n    *\/\r\n    update: function() {\r\n    this.drawPending = false;\r\n    var now = getTimeStamp();\r\n    var deltaTime = now - (this.time || now);\r\n    this.time = now;\r\n    if (this.activated) {\r\n    this.clearCanvas();\r\n    if (this.tRex.jumping) {\r\n    this.tRex.updateJump(deltaTime, this.config);\r\n    }\r\n    this.runningTime += deltaTime;\r\n    var hasObstacles = this.runningTime > this.config.CLEAR_TIME;\r\n    \/\/ First jump triggers the intro.\r\n    if (this.tRex.jumpCount == 1 && !this.playingIntro) {\r\n    this.playIntro();\r\n    }\r\n    \/\/ The horizon doesn't move until the intro is over.\r\n    if (this.playingIntro) {\r\n    this.horizon.update(0, this.currentSpeed, hasObstacles);\r\n    } else {\r\n    deltaTime = !this.started ? 0 : deltaTime;\r\n    this.horizon.update(deltaTime, this.currentSpeed, hasObstacles);\r\n    }\r\n    \/\/ Check for collisions.\r\n    var collision = hasObstacles &&\r\n    checkForCollision(this.horizon.obstacles[0], this.tRex);\r\n    if (!collision) {\r\n    this.distanceRan += this.currentSpeed * deltaTime \/ this.msPerFrame;\r\n    if (this.currentSpeed < this.config.MAX_SPEED) {\r\n    this.currentSpeed += this.config.ACCELERATION;\r\n    }\r\n    } else {\r\n    this.gameOver();\r\n    }\r\n    if (this.distanceMeter.getActualDistance(this.distanceRan) >\r\n    this.distanceMeter.maxScore) {\r\n    this.distanceRan = 0;\r\n    }\r\n    var playAcheivementSound = this.distanceMeter.update(deltaTime,\r\n    Math.ceil(this.distanceRan));\r\n    if (playAcheivementSound) {\r\n    this.playSound(this.soundFx.SCORE);\r\n    }\r\n    }\r\n    if (!this.crashed) {\r\n    this.tRex.update(deltaTime);\r\n    this.raq();\r\n    }\r\n    },\r\n    \/**\r\n    * Event handler.\r\n    *\/\r\n    handleEvent: function(e) {\r\n    return (function(evtType, events) {\r\n    switch (evtType) {\r\n    case events.KEYDOWN:\r\n    case events.TOUCHSTART:\r\n    case events.MOUSEDOWN:\r\n    this.onKeyDown(e);\r\n    break;\r\n    case events.KEYUP:\r\n    case events.TOUCHEND:\r\n    case events.MOUSEUP:\r\n    this.onKeyUp(e);\r\n    break;\r\n    }\r\n    }.bind(this))(e.type, Runner.events);\r\n    },\r\n    \/**\r\n    * Bind relevant key \/ mouse \/ touch listeners.\r\n    *\/\r\n    startListening: function() {\r\n    \/\/ Keys.\r\n    document.addEventListener(Runner.events.KEYDOWN, this);\r\n    document.addEventListener(Runner.events.KEYUP, this);\r\n    if (IS_MOBILE) {\r\n    \/\/ Mobile only touch devices.\r\n    this.touchController.addEventListener(Runner.events.TOUCHSTART, this);\r\n    this.touchController.addEventListener(Runner.events.TOUCHEND, this);\r\n    this.containerEl.addEventListener(Runner.events.TOUCHSTART, this);\r\n    } else {\r\n    \/\/ Mouse.\r\n    document.addEventListener(Runner.events.MOUSEDOWN, this);\r\n    document.addEventListener(Runner.events.MOUSEUP, this);\r\n    }\r\n    },\r\n    \/**\r\n    * Remove all listeners.\r\n    *\/\r\n    stopListening: function() {\r\n    document.removeEventListener(Runner.events.KEYDOWN, this);\r\n    document.removeEventListener(Runner.events.KEYUP, this);\r\n    if (IS_MOBILE) {\r\n    this.touchController.removeEventListener(Runner.events.TOUCHSTART, this);\r\n    this.touchController.removeEventListener(Runner.events.TOUCHEND, this);\r\n    this.containerEl.removeEventListener(Runner.events.TOUCHSTART, this);\r\n    } else {\r\n    document.removeEventListener(Runner.events.MOUSEDOWN, this);\r\n    document.removeEventListener(Runner.events.MOUSEUP, this);\r\n    }\r\n    },\r\n    \/**\r\n    * Process keydown.\r\n    * @param {Event} e\r\n    *\/\r\n    onKeyDown: function(e) {\r\n    if (e.target != this.detailsButton) {\r\n    if (!this.crashed && (Runner.keycodes.JUMP[String(e.keyCode)] ||\r\n    e.type == Runner.events.TOUCHSTART)) {\r\n    if (!this.activated) {\r\n    this.loadSounds();\r\n    this.activated = true;\r\n    }\r\n    if (!this.tRex.jumping) {\r\n    this.playSound(this.soundFx.BUTTON_PRESS);\r\n    this.tRex.startJump();\r\n    }\r\n    }\r\n    if (this.crashed && e.type == Runner.events.TOUCHSTART &&\r\n    e.currentTarget == this.containerEl) {\r\n    this.restart();\r\n    }\r\n    }\r\n    \/\/ Speed drop, activated only when jump key is not pressed.\r\n    if (Runner.keycodes.DUCK[e.keyCode] && this.tRex.jumping) {\r\n    e.preventDefault();\r\n    this.tRex.setSpeedDrop();\r\n    }\r\n    },\r\n    \/**\r\n    * Process key up.\r\n    * @param {Event} e\r\n    *\/\r\n    onKeyUp: function(e) {\r\n    var keyCode = String(e.keyCode);\r\n    var isjumpKey = Runner.keycodes.JUMP[keyCode] ||\r\n    e.type == Runner.events.TOUCHEND ||\r\n    e.type == Runner.events.MOUSEDOWN;\r\n    if (this.isRunning() && isjumpKey) {\r\n    this.tRex.endJump();\r\n    } else if (Runner.keycodes.DUCK[keyCode]) {\r\n    this.tRex.speedDrop = false;\r\n    } else if (this.crashed) {\r\n    \/\/ Check that enough time has elapsed before allowing jump key to restart.\r\n    var deltaTime = getTimeStamp() - this.time;\r\n    if (Runner.keycodes.RESTART[keyCode] ||\r\n    (e.type == Runner.events.MOUSEUP && e.target == this.canvas) ||\r\n    (deltaTime >= this.config.GAMEOVER_CLEAR_TIME &&\r\n    Runner.keycodes.JUMP[keyCode])) {\r\n    this.restart();\r\n    }\r\n    } else if (this.paused && isjumpKey) {\r\n    this.play();\r\n    }\r\n    },\r\n    \/**\r\n    * RequestAnimationFrame wrapper.\r\n    *\/\r\n    raq: function() {\r\n    if (!this.drawPending) {\r\n    this.drawPending = true;\r\n    this.raqId = requestAnimationFrame(this.update.bind(this));\r\n    }\r\n    },\r\n    \/**\r\n    * Whether the game is running.\r\n    * @return {boolean}\r\n    *\/\r\n    isRunning: function() {\r\n    return !!this.raqId;\r\n    },\r\n    \/**\r\n    * Game over state.\r\n    *\/\r\n    gameOver: function() {\r\n    this.playSound(this.soundFx.HIT);\r\n    vibrate(200);\r\n    this.stop();\r\n    this.crashed = true;\r\n    this.distanceMeter.acheivement = false;\r\n    this.tRex.update(100, Trex.status.CRASHED);\r\n    \/\/ Game over panel.\r\n    if (!this.gameOverPanel) {\r\n    this.gameOverPanel = new GameOverPanel(this.canvas,\r\n    this.images.TEXT_SPRITE, this.images.RESTART,\r\n    this.dimensions);\r\n    } else {\r\n    this.gameOverPanel.draw();\r\n    }\r\n    \/\/ Update the high score.\r\n    if (this.distanceRan > this.highestScore) {\r\n    this.highestScore = Math.ceil(this.distanceRan);\r\n    this.distanceMeter.setHighScore(this.highestScore);\r\n    }\r\n    \/\/ Reset the time clock.\r\n    this.time = getTimeStamp();\r\n    },\r\n    stop: function() {\r\n    this.activated = false;\r\n    this.paused = true;\r\n    cancelAnimationFrame(this.raqId);\r\n    this.raqId = 0;\r\n    },\r\n    play: function() {\r\n    if (!this.crashed) {\r\n    this.activated = true;\r\n    this.paused = false;\r\n    this.tRex.update(0, Trex.status.RUNNING);\r\n    this.time = getTimeStamp();\r\n    this.update();\r\n    }\r\n    },\r\n    restart: function() {\r\n    if (!this.raqId) {\r\n    this.playCount++;\r\n    this.runningTime = 0;\r\n    this.activated = true;\r\n    this.crashed = false;\r\n    this.distanceRan = 0;\r\n    this.setSpeed(this.config.SPEED);\r\n    this.time = getTimeStamp();\r\n    this.containerEl.classList.remove(Runner.classes.CRASHED);\r\n    this.clearCanvas();\r\n    this.distanceMeter.reset(this.highestScore);\r\n    this.horizon.reset();\r\n    this.tRex.reset();\r\n    this.playSound(this.soundFx.BUTTON_PRESS);\r\n    this.update();\r\n    }\r\n    },\r\n    \/**\r\n    * Pause the game if the tab is not in focus.\r\n    *\/\r\n    onVisibilityChange: function(e) {\r\n    if (document.hidden || document.webkitHidden || e.type == 'blur') {\r\n    this.stop();\r\n    } else {\r\n    this.play();\r\n    }\r\n    },\r\n    \/**\r\n    * Play a sound.\r\n    * @param {SoundBuffer} soundBuffer\r\n    *\/\r\n    playSound: function(soundBuffer) {\r\n    if (soundBuffer) {\r\n    var sourceNode = this.audioContext.createBufferSource();\r\n    sourceNode.buffer = soundBuffer;\r\n    sourceNode.connect(this.audioContext.destination);\r\n    sourceNode.start(0);\r\n    }\r\n    }\r\n    };\r\n    \/**\r\n    * Updates the canvas size taking into\r\n    * account the backing store pixel ratio and\r\n    * the device pixel ratio.\r\n    *\r\n    * See article by Paul Lewis:\r\n    * https:\/\/www.html5rocks.com\/en\/tutorials\/canvas\/hidpi\/\r\n    *\r\n    * @param {HTMLCanvasElement} canvas\r\n    * @param {number} opt_width\r\n    * @param {number} opt_height\r\n    * @return {boolean} Whether the canvas was scaled.\r\n    *\/\r\n    Runner.updateCanvasScaling = function(canvas, opt_width, opt_height) {\r\n    var context = canvas.getContext('2d');\r\n    \/\/ Query the various pixel ratios\r\n    var devicePixelRatio = Math.floor(window.devicePixelRatio) || 1;\r\n    var backingStoreRatio = Math.floor(context.webkitBackingStorePixelRatio) || 1;\r\n    var ratio = devicePixelRatio \/ backingStoreRatio;\r\n    \/\/ Upscale the canvas if the two ratios don't match\r\n    if (devicePixelRatio !== backingStoreRatio) {\r\n    var oldWidth = opt_width || canvas.width;\r\n    var oldHeight = opt_height || canvas.height;\r\n    canvas.width = oldWidth * ratio;\r\n    canvas.height = oldHeight * ratio;\r\n    canvas.style.width = oldWidth + 'px';\r\n    canvas.style.height = oldHeight + 'px';\r\n    \/\/ Scale the context to counter the fact that we've manually scaled\r\n    \/\/ our canvas element.\r\n    context.scale(ratio, ratio);\r\n    return true;\r\n    }\r\n    return false;\r\n    };\r\n    \/**\r\n    * Get random number.\r\n    * @param {number} min\r\n    * @param {number} max\r\n    * @param {number}\r\n    *\/\r\n    function getRandomNum(min, max) {\r\n    return Math.floor(Math.random() * (max - min + 1)) + min;\r\n    }\r\n    \/**\r\n    * Vibrate on mobile devices.\r\n    * @param {number} duration Duration of the vibration in milliseconds.\r\n    *\/\r\n    function vibrate(duration) {\r\n    if (IS_MOBILE && window.navigator.vibrate) {\r\n    window.navigator.vibrate(duration);\r\n    }\r\n    }\r\n    \/**\r\n    * Create canvas element.\r\n    * @param {HTMLElement} container Element to append canvas to.\r\n    * @param {number} width\r\n    * @param {number} height\r\n    * @param {string} opt_classname\r\n    * @return {HTMLCanvasElement}\r\n    *\/\r\n    function createCanvas(container, width, height, opt_classname) {\r\n    var canvas = document.createElement('canvas');\r\n    canvas.className = opt_classname ? Runner.classes.CANVAS + ' ' +\r\n    opt_classname : Runner.classes.CANVAS;\r\n    canvas.width = width;\r\n    canvas.height = height;\r\n    container.appendChild(canvas);\r\n    return canvas;\r\n    }\r\n    \/**\r\n    * Decodes the base 64 audio to ArrayBuffer used by Web Audio.\r\n    * @param {string} base64String\r\n    *\/\r\n    function decodeBase64ToArrayBuffer(base64String) {\r\n    var len = (base64String.length \/ 4) * 3;\r\n    var str = atob(base64String);\r\n    var arrayBuffer = new ArrayBuffer(len);\r\n    var bytes = new Uint8Array(arrayBuffer);\r\n    for (var i = 0; i < len; i++) {\r\n    bytes[i] = str.charCodeAt(i);\r\n    }\r\n    return bytes.buffer;\r\n    }\r\n    \/**\r\n    * Return the current timestamp.\r\n    * @return {number}\r\n    *\/\r\n    function getTimeStamp() {\r\n    return IS_IOS ? new Date().getTime() : performance.now();\r\n    }\r\n    \/\/******************************************************************************\r\n    \/**\r\n    * Game over panel.\r\n    * @param {!HTMLCanvasElement} canvas\r\n    * @param {!HTMLImage} textSprite\r\n    * @param {!HTMLImage} restartImg\r\n    * @param {!Object} dimensions Canvas dimensions.\r\n    * @constructor\r\n    *\/\r\n    function GameOverPanel(canvas, textSprite, restartImg, dimensions) {\r\n    this.canvas = canvas;\r\n    this.canvasCtx = canvas.getContext('2d');\r\n    this.canvasDimensions = dimensions;\r\n    this.textSprite = textSprite;\r\n    this.restartImg = restartImg;\r\n    this.draw();\r\n    };\r\n    \/**\r\n    * Dimensions used in the panel.\r\n    * @enum {number}\r\n    *\/\r\n    GameOverPanel.dimensions = {\r\n    TEXT_X: 0,\r\n    TEXT_Y: 13,\r\n    TEXT_WIDTH: 191,\r\n    TEXT_HEIGHT: 11,\r\n    RESTART_WIDTH: 36,\r\n    RESTART_HEIGHT: 32\r\n    };\r\n    GameOverPanel.prototype = {\r\n    \/**\r\n    * Update the panel dimensions.\r\n    * @param {number} width New canvas width.\r\n    * @param {number} opt_height Optional new canvas height.\r\n    *\/\r\n    updateDimensions: function(width, opt_height) {\r\n    this.canvasDimensions.WIDTH = width;\r\n    if (opt_height) {\r\n    this.canvasDimensions.HEIGHT = opt_height;\r\n    }\r\n    },\r\n    \/**\r\n    * Draw the panel.\r\n    *\/\r\n    draw: function() {\r\n    var dimensions = GameOverPanel.dimensions;\r\n    var centerX = this.canvasDimensions.WIDTH \/ 2;\r\n    \/\/ Game over text.\r\n    var textSourceX = dimensions.TEXT_X;\r\n    var textSourceY = dimensions.TEXT_Y;\r\n    var textSourceWidth = dimensions.TEXT_WIDTH;\r\n    var textSourceHeight = dimensions.TEXT_HEIGHT;\r\n    var textTargetX = Math.round(centerX - (dimensions.TEXT_WIDTH \/ 2));\r\n    var textTargetY = Math.round((this.canvasDimensions.HEIGHT - 25) \/ 3);\r\n    var textTargetWidth = dimensions.TEXT_WIDTH;\r\n    var textTargetHeight = dimensions.TEXT_HEIGHT;\r\n    var restartSourceWidth = dimensions.RESTART_WIDTH;\r\n    var restartSourceHeight = dimensions.RESTART_HEIGHT;\r\n    var restartTargetX = centerX - (dimensions.RESTART_WIDTH \/ 2);\r\n    var restartTargetY = this.canvasDimensions.HEIGHT \/ 2;\r\n    if (IS_HIDPI) {\r\n    textSourceY *= 2;\r\n    textSourceX *= 2;\r\n    textSourceWidth *= 2;\r\n    textSourceHeight *= 2;\r\n    restartSourceWidth *= 2;\r\n    restartSourceHeight *= 2;\r\n    }\r\n    \/\/ Game over text from sprite.\r\n    this.canvasCtx.drawImage(this.textSprite,\r\n    textSourceX, textSourceY, textSourceWidth, textSourceHeight,\r\n    textTargetX, textTargetY, textTargetWidth, textTargetHeight);\r\n    \/\/ Restart button.\r\n    this.canvasCtx.drawImage(this.restartImg, 0, 0,\r\n    restartSourceWidth, restartSourceHeight,\r\n    restartTargetX, restartTargetY, dimensions.RESTART_WIDTH,\r\n    dimensions.RESTART_HEIGHT);\r\n    }\r\n    };\r\n    \/\/******************************************************************************\r\n    \/**\r\n    * Check for a collision.\r\n    * @param {!Obstacle} obstacle\r\n    * @param {!Trex} tRex T-rex object.\r\n    * @param {HTMLCanvasContext} opt_canvasCtx Optional canvas context for drawing\r\n    * collision boxes.\r\n    * @return {Array.<CollisionBox>}\r\n    *\/\r\n    function checkForCollision(obstacle, tRex, opt_canvasCtx) {\r\n    var obstacleBoxXPos = Runner.defaultDimensions.WIDTH + obstacle.xPos;\r\n    \/\/ Adjustments are made to the bounding box as there is a 1 pixel white\r\n    \/\/ border around the t-rex and obstacles.\r\n    var tRexBox = new CollisionBox(\r\n    tRex.xPos + 1,\r\n    tRex.yPos + 1,\r\n    tRex.config.WIDTH - 2,\r\n    tRex.config.HEIGHT - 2);\r\n    var obstacleBox = new CollisionBox(\r\n    obstacle.xPos + 1,\r\n    obstacle.yPos + 1,\r\n    obstacle.typeConfig.width * obstacle.size - 2,\r\n    obstacle.typeConfig.height - 2);\r\n    \/\/ Debug outer box\r\n    if (opt_canvasCtx) {\r\n    drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox);\r\n    }\r\n    \/\/ Simple outer bounds check.\r\n    if (boxCompare(tRexBox, obstacleBox)) {\r\n    var collisionBoxes = obstacle.collisionBoxes;\r\n    var tRexCollisionBoxes = Trex.collisionBoxes;\r\n    \/\/ Detailed axis aligned box check.\r\n    for (var t = 0; t < tRexCollisionBoxes.length; t++) {\r\n    for (var i = 0; i < collisionBoxes.length; i++) {\r\n    \/\/ Adjust the box to actual positions.\r\n    var adjTrexBox =\r\n    createAdjustedCollisionBox(tRexCollisionBoxes[t], tRexBox);\r\n    var adjObstacleBox =\r\n    createAdjustedCollisionBox(collisionBoxes[i], obstacleBox);\r\n    var crashed = boxCompare(adjTrexBox, adjObstacleBox);\r\n    \/\/ Draw boxes for debug.\r\n    if (opt_canvasCtx) {\r\n    drawCollisionBoxes(opt_canvasCtx, adjTrexBox, adjObstacleBox);\r\n    }\r\n    if (crashed) {\r\n    return [adjTrexBox, adjObstacleBox];\r\n    }\r\n    }\r\n    }\r\n    }\r\n    return false;\r\n    };\r\n    \/**\r\n    * Adjust the collision box.\r\n    * @param {!CollisionBox} box The original box.\r\n    * @param {!CollisionBox} adjustment Adjustment box.\r\n    * @return {CollisionBox} The adjusted collision box object.\r\n    *\/\r\n    function createAdjustedCollisionBox(box, adjustment) {\r\n    return new CollisionBox(\r\n    box.x + adjustment.x,\r\n    box.y + adjustment.y,\r\n    box.width,\r\n    box.height);\r\n    };\r\n    \/**\r\n    * Draw the collision boxes for debug.\r\n    *\/\r\n    function drawCollisionBoxes(canvasCtx, tRexBox, obstacleBox) {\r\n    canvasCtx.save();\r\n    canvasCtx.strokeStyle = '#f00';\r\n    canvasCtx.strokeRect(tRexBox.x, tRexBox.y,\r\n    tRexBox.width, tRexBox.height);\r\n    canvasCtx.strokeStyle = '#0f0';\r\n    canvasCtx.strokeRect(obstacleBox.x, obstacleBox.y,\r\n    obstacleBox.width, obstacleBox.height);\r\n    canvasCtx.restore();\r\n    };\r\n    \/**\r\n    * Compare two collision boxes for a collision.\r\n    * @param {CollisionBox} tRexBox\r\n    * @param {CollisionBox} obstacleBox\r\n    * @return {boolean} Whether the boxes intersected.\r\n    *\/\r\n    function boxCompare(tRexBox, obstacleBox) {\r\n    var crashed = false;\r\n    var tRexBoxX = tRexBox.x;\r\n    var tRexBoxY = tRexBox.y;\r\n    var obstacleBoxX = obstacleBox.x;\r\n    var obstacleBoxY = obstacleBox.y;\r\n    \/\/ Axis-Aligned Bounding Box method.\r\n    if (tRexBox.x < obstacleBoxX + obstacleBox.width &&\r\n    tRexBox.x + tRexBox.width > obstacleBoxX &&\r\n    tRexBox.y < obstacleBox.y + obstacleBox.height &&\r\n    tRexBox.height + tRexBox.y > obstacleBox.y) {\r\n    crashed = true;\r\n    }\r\n    return crashed;\r\n    };\r\n    \/\/******************************************************************************\r\n    \/**\r\n    * Collision box object.\r\n    * @param {number} x X position.\r\n    * @param {number} y Y Position.\r\n    * @param {number} w Width.\r\n    * @param {number} h Height.\r\n    *\/\r\n    function CollisionBox(x, y, w, h) {\r\n    this.x = x;\r\n    this.y = y;\r\n    this.width = w;\r\n    this.height = h;\r\n    };\r\n    \/\/******************************************************************************\r\n    \/**\r\n    * Obstacle.\r\n    * @param {HTMLCanvasCtx} canvasCtx\r\n    * @param {Obstacle.type} type\r\n    * @param {image} obstacleImg Image sprite.\r\n    * @param {Object} dimensions\r\n    * @param {number} gapCoefficient Mutipler in determining the gap.\r\n    * @param {number} speed\r\n    *\/\r\n    function Obstacle(canvasCtx, type, obstacleImg, dimensions,\r\n    gapCoefficient, speed) {\r\n    this.canvasCtx = canvasCtx;\r\n    this.image = obstacleImg;\r\n    this.typeConfig = type;\r\n    this.gapCoefficient = gapCoefficient;\r\n    this.size = getRandomNum(1, Obstacle.MAX_OBSTACLE_LENGTH);\r\n    this.dimensions = dimensions;\r\n    this.remove = false;\r\n    this.xPos = 0;\r\n    this.yPos = this.typeConfig.yPos;\r\n    this.width = 0;\r\n    this.collisionBoxes = [];\r\n    this.gap = 0;\r\n    this.init(speed);\r\n    };\r\n    \/**\r\n    * Coefficient for calculating the maximum gap.\r\n    * @const\r\n    *\/\r\n    Obstacle.MAX_GAP_COEFFICIENT = 1.5;\r\n    \/**\r\n    * Maximum obstacle grouping count.\r\n    * @const\r\n    *\/\r\n    Obstacle.MAX_OBSTACLE_LENGTH = 3,\r\n    Obstacle.prototype = {\r\n    \/**\r\n    * Initialise the DOM for the obstacle.\r\n    * @param {number} speed\r\n    *\/\r\n    init: function(speed) {\r\n    this.cloneCollisionBoxes();\r\n    \/\/ Only allow sizing if we're at the right speed.\r\n    if (this.size > 1 && this.typeConfig.multipleSpeed > speed) {\r\n    this.size = 1;\r\n    }\r\n    this.width = this.typeConfig.width * this.size;\r\n    this.xPos = this.dimensions.WIDTH - this.width;\r\n    this.draw();\r\n    \/\/ Make collision box adjustments,\r\n    \/\/ Central box is adjusted to the size as one box.\r\n    \/\/ ____ ______ ________\r\n    \/\/ _| |-| _| |-| _| |-|\r\n    \/\/ | |<->| | | |<--->| | | |<----->| |\r\n    \/\/ | | 1 | | | | 2 | | | | 3 | |\r\n    \/\/ |_|___|_| |_|_____|_| |_|_______|_|\r\n    \/\/\r\n    if (this.size > 1) {\r\n    this.collisionBoxes[1].width = this.width - this.collisionBoxes[0].width -\r\n    this.collisionBoxes[2].width;\r\n    this.collisionBoxes[2].x = this.width - this.collisionBoxes[2].width;\r\n    }\r\n    this.gap = this.getGap(this.gapCoefficient, speed);\r\n    },\r\n    \/**\r\n    * Draw and crop based on size.\r\n    *\/\r\n    draw: function() {\r\n    var sourceWidth = this.typeConfig.width;\r\n    var sourceHeight = this.typeConfig.height;\r\n    if (IS_HIDPI) {\r\n    sourceWidth = sourceWidth * 2;\r\n    sourceHeight = sourceHeight * 2;\r\n    }\r\n    \/\/ Sprite\r\n    var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1));\r\n    this.canvasCtx.drawImage(this.image,\r\n    sourceX, 0,\r\n    sourceWidth * this.size, sourceHeight,\r\n    this.xPos, this.yPos,\r\n    this.typeConfig.width * this.size, this.typeConfig.height);\r\n    },\r\n    \/**\r\n    * Obstacle frame update.\r\n    * @param {number} deltaTime\r\n    * @param {number} speed\r\n    *\/\r\n    update: function(deltaTime, speed) {\r\n    if (!this.remove) {\r\n    this.xPos -= Math.floor((speed * FPS \/ 1000) * deltaTime);\r\n    this.draw();\r\n    if (!this.isVisible()) {\r\n    this.remove = true;\r\n    }\r\n    }\r\n    },\r\n    \/**\r\n    * Calculate a random gap size.\r\n    * - Minimum gap gets wider as speed increses\r\n    * @param {number} gapCoefficient\r\n    * @param {number} speed\r\n    * @return {number} The gap size.\r\n    *\/\r\n    getGap: function(gapCoefficient, speed) {\r\n    var minGap = Math.round(this.width * speed +\r\n    this.typeConfig.minGap * gapCoefficient);\r\n    var maxGap = Math.round(minGap * Obstacle.MAX_GAP_COEFFICIENT);\r\n    return getRandomNum(minGap, maxGap);\r\n    },\r\n    \/**\r\n    * Check if obstacle is visible.\r\n    * @return {boolean} Whether the obstacle is in the game area.\r\n    *\/\r\n    isVisible: function() {\r\n    return this.xPos + this.width > 0;\r\n    },\r\n    \/**\r\n    * Make a copy of the collision boxes, since these will change based on\r\n    * obstacle type and size.\r\n    *\/\r\n    cloneCollisionBoxes: function() {\r\n    var collisionBoxes = this.typeConfig.collisionBoxes;\r\n    for (var i = collisionBoxes.length - 1; i >= 0; i--) {\r\n    this.collisionBoxes[i] = new CollisionBox(collisionBoxes[i].x,\r\n    collisionBoxes[i].y, collisionBoxes[i].width,\r\n    collisionBoxes[i].height);\r\n    }\r\n    }\r\n    };\r\n    \/**\r\n    * Obstacle definitions.\r\n    * minGap: minimum pixel space betweeen obstacles.\r\n    * multipleSpeed: Speed at which multiples are allowed.\r\n    *\/\r\n    Obstacle.types = [\r\n    {\r\n    type: 'CACTUS_SMALL',\r\n    className: ' cactus cactus-small ',\r\n    width: 17,\r\n    height: 35,\r\n    yPos: 105,\r\n    multipleSpeed: 3,\r\n    minGap: 120,\r\n    collisionBoxes: [\r\n    new CollisionBox(0, 7, 5, 27),\r\n    new CollisionBox(4, 0, 6, 34),\r\n    new CollisionBox(10, 4, 7, 14)\r\n    ]\r\n    },\r\n    {\r\n    type: 'CACTUS_LARGE',\r\n    className: ' cactus cactus-large ',\r\n    width: 25,\r\n    height: 50,\r\n    yPos: 90,\r\n    multipleSpeed: 6,\r\n    minGap: 120,\r\n    collisionBoxes: [\r\n    new CollisionBox(0, 12, 7, 38),\r\n    new CollisionBox(8, 0, 7, 49),\r\n    new CollisionBox(13, 10, 10, 38)\r\n    ]\r\n    }\r\n    ];\r\n    \/\/******************************************************************************\r\n    \/**\r\n    * T-rex game character.\r\n    * @param {HTMLCanvas} canvas\r\n    * @param {HTMLImage} image Character image.\r\n    * @constructor\r\n    *\/\r\n    function Trex(canvas, image) {\r\n    this.canvas = canvas;\r\n    this.canvasCtx = canvas.getContext('2d');\r\n    this.image = image;\r\n    this.xPos = 0;\r\n    this.yPos = 0;\r\n    \/\/ Position when on the ground.\r\n    this.groundYPos = 0;\r\n    this.currentFrame = 0;\r\n    this.currentAnimFrames = [];\r\n    this.blinkDelay = 0;\r\n    this.animStartTime = 0;\r\n    this.timer = 0;\r\n    this.msPerFrame = 1000 \/ FPS;\r\n    this.config = Trex.config;\r\n    \/\/ Current status.\r\n    this.status = Trex.status.WAITING;\r\n    this.jumping = false;\r\n    this.jumpVelocity = 0;\r\n    this.reachedMinHeight = false;\r\n    this.speedDrop = false;\r\n    this.jumpCount = 0;\r\n    this.jumpspotX = 0;\r\n    this.init();\r\n    };\r\n    \/**\r\n    * T-rex player config.\r\n    * @enum {number}\r\n    *\/\r\n    Trex.config = {\r\n    DROP_VELOCITY: -5,\r\n    GRAVITY: 0.6,\r\n    HEIGHT: 47,\r\n    INIITAL_JUMP_VELOCITY: -10,\r\n    INTRO_DURATION: 1500,\r\n    MAX_JUMP_HEIGHT: 30,\r\n    MIN_JUMP_HEIGHT: 30,\r\n    SPEED_DROP_COEFFICIENT: 3,\r\n    SPRITE_WIDTH: 262,\r\n    START_X_POS: 50,\r\n    WIDTH: 44\r\n    };\r\n    \/**\r\n    * Used in collision detection.\r\n    * @type {Array.<CollisionBox>}\r\n    *\/\r\n    Trex.collisionBoxes = [\r\n    new CollisionBox(1, -1, 30, 26),\r\n    new CollisionBox(32, 0, 8, 16),\r\n    new CollisionBox(10, 35, 14, 8),\r\n    new CollisionBox(1, 24, 29, 5),\r\n    new CollisionBox(5, 30, 21, 4),\r\n    new CollisionBox(9, 34, 15, 4)\r\n    ];\r\n    \/**\r\n    * Animation states.\r\n    * @enum {string}\r\n    *\/\r\n    Trex.status = {\r\n    CRASHED: 'CRASHED',\r\n    JUMPING: 'JUMPING',\r\n    RUNNING: 'RUNNING',\r\n    WAITING: 'WAITING'\r\n    };\r\n    \/**\r\n    * Blinking coefficient.\r\n    * @const\r\n    *\/\r\n    Trex.BLINK_TIMING = 7000;\r\n    \/**\r\n    * Animation config for different states.\r\n    * @enum {object}\r\n    *\/\r\n    Trex.animFrames = {\r\n    WAITING: {\r\n    frames: [44, 0],\r\n    msPerFrame: 1000 \/ 3\r\n    },\r\n    RUNNING: {\r\n    frames: [88, 132],\r\n    msPerFrame: 1000 \/ 12\r\n    },\r\n    CRASHED: {\r\n    frames: [220],\r\n    msPerFrame: 1000 \/ 60\r\n    },\r\n    JUMPING: {\r\n    frames: [0],\r\n    msPerFrame: 1000 \/ 60\r\n    }\r\n    };\r\n    Trex.prototype = {\r\n    \/**\r\n    * T-rex player initaliser.\r\n    * Sets the t-rex to blink at random intervals.\r\n    *\/\r\n    init: function() {\r\n    this.blinkDelay = this.setBlinkDelay();\r\n    this.groundYPos = Runner.defaultDimensions.HEIGHT - this.config.HEIGHT -\r\n    Runner.config.BOTTOM_PAD;\r\n    this.yPos = this.groundYPos;\r\n    this.minJumpHeight = this.groundYPos - this.config.MIN_JUMP_HEIGHT;\r\n    this.draw(0, 0);\r\n    this.update(0, Trex.status.WAITING);\r\n    },\r\n    \/**\r\n    * Setter for the jump velocity.\r\n    * The approriate drop velocity is also set.\r\n    *\/\r\n    setJumpVelocity: function(setting) {\r\n    this.config.INIITAL_JUMP_VELOCITY = -setting;\r\n    this.config.DROP_VELOCITY = -setting \/ 2;\r\n    },\r\n    \/**\r\n    * Set the animation status.\r\n    * @param {!number} deltaTime\r\n    * @param {Trex.status} status Optional status to switch to.\r\n    *\/\r\n    update: function(deltaTime, opt_status) {\r\n    this.timer += deltaTime;\r\n    \/\/ Update the status.\r\n    if (opt_status) {\r\n    this.status = opt_status;\r\n    this.currentFrame = 0;\r\n    this.msPerFrame = Trex.animFrames[opt_status].msPerFrame;\r\n    this.currentAnimFrames = Trex.animFrames[opt_status].frames;\r\n    if (opt_status == Trex.status.WAITING) {\r\n    this.animStartTime = getTimeStamp();\r\n    this.setBlinkDelay();\r\n    }\r\n    }\r\n    \/\/ Game intro animation, T-rex moves in from the left.\r\n    if (this.playingIntro && this.xPos < this.config.START_X_POS) {\r\n    this.xPos += Math.round((this.config.START_X_POS \/\r\n    this.config.INTRO_DURATION) * deltaTime);\r\n    }\r\n    if (this.status == Trex.status.WAITING) {\r\n    this.blink(getTimeStamp());\r\n    } else {\r\n    this.draw(this.currentAnimFrames[this.currentFrame], 0);\r\n    }\r\n    \/\/ Update the frame position.\r\n    if (this.timer >= this.msPerFrame) {\r\n    this.currentFrame = this.currentFrame ==\r\n    this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1;\r\n    this.timer = 0;\r\n    }\r\n    },\r\n    \/**\r\n    * Draw the t-rex to a particular position.\r\n    * @param {number} x\r\n    * @param {number} y\r\n    *\/\r\n    draw: function(x, y) {\r\n    var sourceX = x;\r\n    var sourceY = y;\r\n    var sourceWidth = this.config.WIDTH;\r\n    var sourceHeight = this.config.HEIGHT;\r\n    if (IS_HIDPI) {\r\n    sourceX *= 2;\r\n    sourceY *= 2;\r\n    sourceWidth *= 2;\r\n    sourceHeight *= 2;\r\n    }\r\n    this.canvasCtx.drawImage(this.image, sourceX, sourceY,\r\n    sourceWidth, sourceHeight,\r\n    this.xPos, this.yPos,\r\n    this.config.WIDTH, this.config.HEIGHT);\r\n    },\r\n    \/**\r\n    * Sets a random time for the blink to happen.\r\n    *\/\r\n    setBlinkDelay: function() {\r\n    this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING);\r\n    },\r\n    \/**\r\n    * Make t-rex blink at random intervals.\r\n    * @param {number} time Current time in milliseconds.\r\n    *\/\r\n    blink: function(time) {\r\n    var deltaTime = time - this.animStartTime;\r\n    if (deltaTime >= this.blinkDelay) {\r\n    this.draw(this.currentAnimFrames[this.currentFrame], 0);\r\n    if (this.currentFrame == 1) {\r\n    \/\/ Set new random delay to blink.\r\n    this.setBlinkDelay();\r\n    this.animStartTime = time;\r\n    }\r\n    }\r\n    },\r\n    \/**\r\n    * Initialise a jump.\r\n    *\/\r\n    startJump: function() {\r\n    if (!this.jumping) {\r\n    this.update(0, Trex.status.JUMPING);\r\n    this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY;\r\n    this.jumping = true;\r\n    this.reachedMinHeight = false;\r\n    this.speedDrop = false;\r\n    }\r\n    },\r\n    \/**\r\n    * Jump is complete, falling down.\r\n    *\/\r\n    endJump: function() {\r\n    if (this.reachedMinHeight &&\r\n    this.jumpVelocity < this.config.DROP_VELOCITY) {\r\n    this.jumpVelocity = this.config.DROP_VELOCITY;\r\n    }\r\n    },\r\n    \/**\r\n    * Update frame for a jump.\r\n    * @param {number} deltaTime\r\n    *\/\r\n    updateJump: function(deltaTime) {\r\n    var msPerFrame = Trex.animFrames[this.status].msPerFrame;\r\n    var framesElapsed = deltaTime \/ msPerFrame;\r\n    \/\/ Speed drop makes Trex fall faster.\r\n    if (this.speedDrop) {\r\n    this.yPos += Math.round(this.jumpVelocity *\r\n    this.config.SPEED_DROP_COEFFICIENT * framesElapsed);\r\n    } else {\r\n    this.yPos += Math.round(this.jumpVelocity * framesElapsed);\r\n    }\r\n    this.jumpVelocity += this.config.GRAVITY * framesElapsed;\r\n    \/\/ Minimum height has been reached.\r\n    if (this.yPos < this.minJumpHeight || this.speedDrop) {\r\n    this.reachedMinHeight = true;\r\n    }\r\n    \/\/ Reached max height\r\n    if (this.yPos < this.config.MAX_JUMP_HEIGHT || this.speedDrop) {\r\n    this.endJump();\r\n    }\r\n    \/\/ Back down at ground level. Jump completed.\r\n    if (this.yPos > this.groundYPos) {\r\n    this.reset();\r\n    this.jumpCount++;\r\n    }\r\n    this.update(deltaTime);\r\n    },\r\n    \/**\r\n    * Set the speed drop. Immediately cancels the current jump.\r\n    *\/\r\n    setSpeedDrop: function() {\r\n    this.speedDrop = true;\r\n    this.jumpVelocity = 1;\r\n    },\r\n    \/**\r\n    * Reset the t-rex to running at start of game.\r\n    *\/\r\n    reset: function() {\r\n    this.yPos = this.groundYPos;\r\n    this.jumpVelocity = 0;\r\n    this.jumping = false;\r\n    this.update(0, Trex.status.RUNNING);\r\n    this.midair = false;\r\n    this.speedDrop = false;\r\n    this.jumpCount = 0;\r\n    }\r\n    };\r\n    \/\/******************************************************************************\r\n    \/**\r\n    * Handles displaying the distance meter.\r\n    * @param {!HTMLCanvasElement} canvas\r\n    * @param {!HTMLImage} spriteSheet Image sprite.\r\n    * @param {number} canvasWidth\r\n    * @constructor\r\n    *\/\r\n    function DistanceMeter(canvas, spriteSheet, canvasWidth) {\r\n    this.canvas = canvas;\r\n    this.canvasCtx = canvas.getContext('2d');\r\n    this.image = spriteSheet;\r\n    this.x = 0;\r\n    this.y = 5;\r\n    this.currentDistance = 0;\r\n    this.maxScore = 0;\r\n    this.highScore = 0;\r\n    this.container = null;\r\n    this.digits = [];\r\n    this.acheivement = false;\r\n    this.defaultString = '';\r\n    this.flashTimer = 0;\r\n    this.flashIterations = 0;\r\n    this.config = DistanceMeter.config;\r\n    this.init(canvasWidth);\r\n    };\r\n    \/**\r\n    * @enum {number}\r\n    *\/\r\n    DistanceMeter.dimensions = {\r\n    WIDTH: 10,\r\n    HEIGHT: 13,\r\n    DEST_WIDTH: 11\r\n    };\r\n    \/**\r\n    * Y positioning of the digits in the sprite sheet.\r\n    * X position is always 0.\r\n    * @type {array.<number>}\r\n    *\/\r\n    DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120];\r\n    \/**\r\n    * Distance meter config.\r\n    * @enum {number}\r\n    *\/\r\n    DistanceMeter.config = {\r\n    \/\/ Number of digits.\r\n    MAX_DISTANCE_UNITS: 5,\r\n    \/\/ Distance that causes achievement animation.\r\n    ACHIEVEMENT_DISTANCE: 100,\r\n    \/\/ Used for conversion from pixel distance to a scaled unit.\r\n    COEFFICIENT: 0.025,\r\n    \/\/ Flash duration in milliseconds.\r\n    FLASH_DURATION: 1000 \/ 4,\r\n    \/\/ Flash iterations for achievement animation.\r\n    FLASH_ITERATIONS: 3\r\n    };\r\n    DistanceMeter.prototype = {\r\n    \/**\r\n    * Initialise the distance meter to '00000'.\r\n    * @param {number} width Canvas width in px.\r\n    *\/\r\n    init: function(width) {\r\n    var maxDistanceStr = '';\r\n    this.calcXPos(width);\r\n    this.maxScore = this.config.MAX_DISTANCE_UNITS;\r\n    for (var i = 0; i < this.config.MAX_DISTANCE_UNITS; i++) {\r\n    this.draw(i, 0);\r\n    this.defaultString += '0';\r\n    maxDistanceStr += '9';\r\n    }\r\n    this.maxScore = parseInt(maxDistanceStr);\r\n    },\r\n    \/**\r\n    * Calculate the xPos in the canvas.\r\n    * @param {number} canvasWidth\r\n    *\/\r\n    calcXPos: function(canvasWidth) {\r\n    this.x = canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH *\r\n    (this.config.MAX_DISTANCE_UNITS + 1));\r\n    },\r\n    \/**\r\n    * Draw a digit to canvas.\r\n    * @param {number} digitPos Position of the digit.\r\n    * @param {number} value Digit value 0-9.\r\n    * @param {boolean} opt_highScore Whether drawing the high score.\r\n    *\/\r\n    draw: function(digitPos, value, opt_highScore) {\r\n    var sourceWidth = DistanceMeter.dimensions.WIDTH;\r\n    var sourceHeight = DistanceMeter.dimensions.HEIGHT;\r\n    var sourceX = DistanceMeter.dimensions.WIDTH * value;\r\n    var targetX = digitPos * DistanceMeter.dimensions.DEST_WIDTH;\r\n    var targetY = this.y;\r\n    var targetWidth = DistanceMeter.dimensions.WIDTH;\r\n    var targetHeight = DistanceMeter.dimensions.HEIGHT;\r\n    \/\/ For high DPI we 2x source values.\r\n    if (IS_HIDPI) {\r\n    sourceWidth *= 2;\r\n    sourceHeight *= 2;\r\n    sourceX *= 2;\r\n    }\r\n    this.canvasCtx.save();\r\n    if (opt_highScore) {\r\n    \/\/ Left of the current score.\r\n    var highScoreX = this.x - (this.config.MAX_DISTANCE_UNITS * 2) *\r\n    DistanceMeter.dimensions.WIDTH;\r\n    this.canvasCtx.translate(highScoreX, this.y);\r\n    } else {\r\n    this.canvasCtx.translate(this.x, this.y);\r\n    }\r\n    this.canvasCtx.drawImage(this.image, sourceX, 0,\r\n    sourceWidth, sourceHeight,\r\n    targetX, targetY,\r\n    targetWidth, targetHeight\r\n    );\r\n    this.canvasCtx.restore();\r\n    },\r\n    \/**\r\n    * Covert pixel distance to a 'real' distance.\r\n    * @param {number} distance Pixel distance ran.\r\n    * @return {number} The 'real' distance ran.\r\n    *\/\r\n    getActualDistance: function(distance) {\r\n    return distance ?\r\n    Math.round(distance * this.config.COEFFICIENT) : 0;\r\n    },\r\n    \/**\r\n    * Update the distance meter.\r\n    * @param {number} deltaTime\r\n    * @param {number} distance\r\n    * @return {boolean} Whether the acheivement sound fx should be played.\r\n    *\/\r\n    update: function(deltaTime, distance) {\r\n    var paint = true;\r\n    var playSound = false;\r\n    if (!this.acheivement) {\r\n    distance = this.getActualDistance(distance);\r\n    if (distance > 0) {\r\n    \/\/ Acheivement unlocked\r\n    if (distance % this.config.ACHIEVEMENT_DISTANCE == 0) {\r\n    \/\/ Flash score and play sound.\r\n    this.acheivement = true;\r\n    this.flashTimer = 0;\r\n    playSound = true;\r\n    }\r\n    \/\/ Create a string representation of the distance with leading 0.\r\n    var distanceStr = (this.defaultString +\r\n    distance).substr(-this.config.MAX_DISTANCE_UNITS);\r\n    this.digits = distanceStr.split('');\r\n    } else {\r\n    this.digits = this.defaultString.split('');\r\n    }\r\n    } else {\r\n    \/\/ Control flashing of the score on reaching acheivement.\r\n    if (this.flashIterations <= this.config.FLASH_ITERATIONS) {\r\n    this.flashTimer += deltaTime;\r\n    if (this.flashTimer < this.config.FLASH_DURATION) {\r\n    paint = false;\r\n    } else if (this.flashTimer >\r\n    this.config.FLASH_DURATION * 2) {\r\n    this.flashTimer = 0;\r\n    this.flashIterations++;\r\n    }\r\n    } else {\r\n    this.acheivement = false;\r\n    this.flashIterations = 0;\r\n    this.flashTimer = 0;\r\n    }\r\n    }\r\n    \/\/ Draw the digits if not flashing.\r\n    if (paint) {\r\n    for (var i = this.digits.length - 1; i >= 0; i--) {\r\n    this.draw(i, parseInt(this.digits[i]));\r\n    }\r\n    }\r\n    this.drawHighScore();\r\n    return playSound;\r\n    },\r\n    \/**\r\n    * Draw the high score.\r\n    *\/\r\n    drawHighScore: function() {\r\n    this.canvasCtx.save();\r\n    this.canvasCtx.globalAlpha = .8;\r\n    for (var i = this.highScore.length - 1; i >= 0; i--) {\r\n    this.draw(i, parseInt(this.highScore[i], 10), true);\r\n    }\r\n    this.canvasCtx.restore();\r\n    },\r\n    \/**\r\n    * Set the highscore as a array string.\r\n    * Position of char in the sprite: H - 10, I - 11.\r\n    * @param {number} distance Distance ran in pixels.\r\n    *\/\r\n    setHighScore: function(distance) {\r\n    distance = this.getActualDistance(distance);\r\n    var highScoreStr = (this.defaultString +\r\n    distance).substr(-this.config.MAX_DISTANCE_UNITS);\r\n    this.highScore = ['10', '11', ''].concat(highScoreStr.split(''));\r\n    },\r\n    \/**\r\n    * Reset the distance meter back to '00000'.\r\n    *\/\r\n    reset: function() {\r\n    this.update(0);\r\n    this.acheivement = false;\r\n    }\r\n    };\r\n    \/\/******************************************************************************\r\n    \/**\r\n    * Cloud background item.\r\n    * Similar to an obstacle object but without collision boxes.\r\n    * @param {HTMLCanvasElement} canvas Canvas element.\r\n    * @param {Image} cloudImg\r\n    * @param {number} containerWidth\r\n    *\/\r\n    function Cloud(canvas, cloudImg, containerWidth) {\r\n    this.canvas = canvas;\r\n    this.canvasCtx = this.canvas.getContext('2d');\r\n    this.image = cloudImg;\r\n    this.containerWidth = containerWidth;\r\n    this.xPos = containerWidth;\r\n    this.yPos = 0;\r\n    this.remove = false;\r\n    this.cloudGap = getRandomNum(Cloud.config.MIN_CLOUD_GAP,\r\n    Cloud.config.MAX_CLOUD_GAP);\r\n    this.init();\r\n    };\r\n    \/**\r\n    * Cloud object config.\r\n    * @enum {number}\r\n    *\/\r\n    Cloud.config = {\r\n    HEIGHT: 14,\r\n    MAX_CLOUD_GAP: 400,\r\n    MAX_SKY_LEVEL: 30,\r\n    MIN_CLOUD_GAP: 100,\r\n    MIN_SKY_LEVEL: 71,\r\n    WIDTH: 46\r\n    };\r\n    Cloud.prototype = {\r\n    \/**\r\n    * Initialise the cloud. Sets the Cloud height.\r\n    *\/\r\n    init: function() {\r\n    this.yPos = getRandomNum(Cloud.config.MAX_SKY_LEVEL,\r\n    Cloud.config.MIN_SKY_LEVEL);\r\n    this.draw();\r\n    },\r\n    \/**\r\n    * Draw the cloud.\r\n    *\/\r\n    draw: function() {\r\n    this.canvasCtx.save();\r\n    var sourceWidth = Cloud.config.WIDTH;\r\n    var sourceHeight = Cloud.config.HEIGHT;\r\n    if (IS_HIDPI) {\r\n    sourceWidth = sourceWidth * 2;\r\n    sourceHeight = sourceHeight * 2;\r\n    }\r\n    this.canvasCtx.drawImage(this.image, 0, 0,\r\n    sourceWidth, sourceHeight,\r\n    this.xPos, this.yPos,\r\n    Cloud.config.WIDTH, Cloud.config.HEIGHT);\r\n    this.canvasCtx.restore();\r\n    },\r\n    \/**\r\n    * Update the cloud position.\r\n    * @param {number} speed\r\n    *\/\r\n    update: function(speed) {\r\n    if (!this.remove) {\r\n    this.xPos -= Math.ceil(speed);\r\n    this.draw();\r\n    \/\/ Mark as removeable if no longer in the canvas.\r\n    if (!this.isVisible()) {\r\n    this.remove = true;\r\n    }\r\n    }\r\n    },\r\n    \/**\r\n    * Check if the cloud is visible on the stage.\r\n    * @return {boolean}\r\n    *\/\r\n    isVisible: function() {\r\n    return this.xPos + Cloud.config.WIDTH > 0;\r\n    }\r\n    };\r\n    \/\/******************************************************************************\r\n    \/**\r\n    * Horizon Line.\r\n    * Consists of two connecting lines. Randomly assigns a flat \/ bumpy horizon.\r\n    * @param {HTMLCanvasElement} canvas\r\n    * @param {HTMLImage} bgImg Horizon line sprite.\r\n    * @constructor\r\n    *\/\r\n    function HorizonLine(canvas, bgImg) {\r\n    this.image = bgImg;\r\n    this.canvas = canvas;\r\n    this.canvasCtx = canvas.getContext('2d');\r\n    this.sourceDimensions = {};\r\n    this.dimensions = HorizonLine.dimensions;\r\n    this.sourceXPos = [0, this.dimensions.WIDTH];\r\n    this.xPos = [];\r\n    this.yPos = 0;\r\n    this.bumpThreshold = 0.5;\r\n    this.setSourceDimensions();\r\n    this.draw();\r\n    };\r\n    \/**\r\n    * Horizon line dimensions.\r\n    * @enum {number}\r\n    *\/\r\n    HorizonLine.dimensions = {\r\n    WIDTH: 600,\r\n    HEIGHT: 12,\r\n    YPOS: 127\r\n    };\r\n    HorizonLine.prototype = {\r\n    \/**\r\n    * Set the source dimensions of the horizon line.\r\n    *\/\r\n    setSourceDimensions: function() {\r\n    for (var dimension in HorizonLine.dimensions) {\r\n    if (IS_HIDPI) {\r\n    if (dimension != 'YPOS') {\r\n    this.sourceDimensions[dimension] =\r\n    HorizonLine.dimensions[dimension] * 2;\r\n    }\r\n    } else {\r\n    this.sourceDimensions[dimension] =\r\n    HorizonLine.dimensions[dimension];\r\n    }\r\n    this.dimensions[dimension] = HorizonLine.dimensions[dimension];\r\n    }\r\n    this.xPos = [0, HorizonLine.dimensions.WIDTH];\r\n    this.yPos = HorizonLine.dimensions.YPOS;\r\n    },\r\n    \/**\r\n    * Return the crop x position of a type.\r\n    *\/\r\n    getRandomType: function() {\r\n    return Math.random() > this.bumpThreshold ? this.dimensions.WIDTH : 0;\r\n    },\r\n    \/**\r\n    * Draw the horizon line.\r\n    *\/\r\n    draw: function() {\r\n    this.canvasCtx.drawImage(this.image, this.sourceXPos[0], 0,\r\n    this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT,\r\n    this.xPos[0], this.yPos,\r\n    this.dimensions.WIDTH, this.dimensions.HEIGHT);\r\n    this.canvasCtx.drawImage(this.image, this.sourceXPos[1], 0,\r\n    this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT,\r\n    this.xPos[1], this.yPos,\r\n    this.dimensions.WIDTH, this.dimensions.HEIGHT);\r\n    },\r\n    \/**\r\n    * Update the x position of an indivdual piece of the line.\r\n    * @param {number} pos Line position.\r\n    * @param {number} increment\r\n    *\/\r\n    updateXPos: function(pos, increment) {\r\n    var line1 = pos;\r\n    var line2 = pos == 0 ? 1 : 0;\r\n    this.xPos[line1] -= increment;\r\n    this.xPos[line2] = this.xPos[line1] + this.dimensions.WIDTH;\r\n    if (this.xPos[line1] <= -this.dimensions.WIDTH) {\r\n    this.xPos[line1] += this.dimensions.WIDTH * 2;\r\n    this.xPos[line2] = this.xPos[line1] - this.dimensions.WIDTH;\r\n    this.sourceXPos[line1] = this.getRandomType();\r\n    }\r\n    },\r\n    \/**\r\n    * Update the horizon line.\r\n    * @param {number} deltaTime\r\n    * @param {number} speed\r\n    *\/\r\n    update: function(deltaTime, speed) {\r\n    var increment = Math.floor(speed * (FPS \/ 1000) * deltaTime);\r\n    if (this.xPos[0] <= 0) {\r\n    this.updateXPos(0, increment);\r\n    } else {\r\n    this.updateXPos(1, increment);\r\n    }\r\n    this.draw();\r\n    },\r\n    \/**\r\n    * Reset horizon to the starting position.\r\n    *\/\r\n    reset: function() {\r\n    this.xPos[0] = 0;\r\n    this.xPos[1] = HorizonLine.dimensions.WIDTH;\r\n    }\r\n    };\r\n    \/\/******************************************************************************\r\n    \/**\r\n    * Horizon background class.\r\n    * @param {HTMLCanvasElement} canvas\r\n    * @param {Array.<HTMLImageElement>} images\r\n    * @param {object} dimensions Canvas dimensions.\r\n    * @param {number} gapCoefficient\r\n    * @constructor\r\n    *\/\r\n    function Horizon(canvas, images, dimensions, gapCoefficient) {\r\n    this.canvas = canvas;\r\n    this.canvasCtx = this.canvas.getContext('2d');\r\n    this.config = Horizon.config;\r\n    this.dimensions = dimensions;\r\n    this.gapCoefficient = gapCoefficient;\r\n    this.obstacles = [];\r\n    this.horizonOffsets = [0, 0];\r\n    this.cloudFrequency = this.config.CLOUD_FREQUENCY;\r\n    \/\/ Cloud\r\n    this.clouds = [];\r\n    this.cloudImg = images.CLOUD;\r\n    this.cloudSpeed = this.config.BG_CLOUD_SPEED;\r\n    \/\/ Horizon\r\n    this.horizonImg = images.HORIZON;\r\n    this.horizonLine = null;\r\n    \/\/ Obstacles\r\n    this.obstacleImgs = {\r\n    CACTUS_SMALL: images.CACTUS_SMALL,\r\n    CACTUS_LARGE: images.CACTUS_LARGE\r\n    };\r\n    this.init();\r\n    };\r\n    \/**\r\n    * Horizon config.\r\n    * @enum {number}\r\n    *\/\r\n    Horizon.config = {\r\n    BG_CLOUD_SPEED: 0.2,\r\n    BUMPY_THRESHOLD: .3,\r\n    CLOUD_FREQUENCY: .5,\r\n    HORIZON_HEIGHT: 16,\r\n    MAX_CLOUDS: 6\r\n    };\r\n    Horizon.prototype = {\r\n    \/**\r\n    * Initialise the horizon. Just add the line and a cloud. No obstacles.\r\n    *\/\r\n    init: function() {\r\n    this.addCloud();\r\n    this.horizonLine = new HorizonLine(this.canvas, this.horizonImg);\r\n    },\r\n    \/**\r\n    * @param {number} deltaTime\r\n    * @param {number} currentSpeed\r\n    * @param {boolean} updateObstacles Used as an override to prevent\r\n    * the obstacles from being updated \/ added. This happens in the\r\n    * ease in section.\r\n    *\/\r\n    update: function(deltaTime, currentSpeed, updateObstacles) {\r\n    this.runningTime += deltaTime;\r\n    this.horizonLine.update(deltaTime, currentSpeed);\r\n    this.updateClouds(deltaTime, currentSpeed);\r\n    if (updateObstacles) {\r\n    this.updateObstacles(deltaTime, currentSpeed);\r\n    }\r\n    },\r\n    \/**\r\n    * Update the cloud positions.\r\n    * @param {number} deltaTime\r\n    * @param {number} currentSpeed\r\n    *\/\r\n    updateClouds: function(deltaTime, speed) {\r\n    var cloudSpeed = this.cloudSpeed \/ 1000 * deltaTime * speed;\r\n    var numClouds = this.clouds.length;\r\n    if (numClouds) {\r\n    for (var i = numClouds - 1; i >= 0; i--) {\r\n    this.clouds[i].update(cloudSpeed);\r\n    }\r\n    var lastCloud = this.clouds[numClouds - 1];\r\n    \/\/ Check for adding a new cloud.\r\n    if (numClouds < this.config.MAX_CLOUDS &&\r\n    (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap &&\r\n    this.cloudFrequency > Math.random()) {\r\n    this.addCloud();\r\n    }\r\n    \/\/ Remove expired clouds.\r\n    this.clouds = this.clouds.filter(function(obj) {\r\n    return !obj.remove;\r\n    });\r\n    }\r\n    },\r\n    \/**\r\n    * Update the obstacle positions.\r\n    * @param {number} deltaTime\r\n    * @param {number} currentSpeed\r\n    *\/\r\n    updateObstacles: function(deltaTime, currentSpeed) {\r\n    \/\/ Obstacles, move to Horizon layer.\r\n    var updatedObstacles = this.obstacles.slice(0);\r\n    for (var i = 0; i < this.obstacles.length; i++) {\r\n    var obstacle = this.obstacles[i];\r\n    obstacle.update(deltaTime, currentSpeed);\r\n    \/\/ Clean up existing obstacles.\r\n    if (obstacle.remove) {\r\n    updatedObstacles.shift();\r\n    }\r\n    }\r\n    this.obstacles = updatedObstacles;\r\n    if (this.obstacles.length > 0) {\r\n    var lastObstacle = this.obstacles[this.obstacles.length - 1];\r\n    if (lastObstacle && !lastObstacle.followingObstacleCreated &&\r\n    lastObstacle.isVisible() &&\r\n    (lastObstacle.xPos + lastObstacle.width + lastObstacle.gap) <\r\n    this.dimensions.WIDTH) {\r\n    this.addNewObstacle(currentSpeed);\r\n    lastObstacle.followingObstacleCreated = true;\r\n    }\r\n    } else {\r\n    \/\/ Create new obstacles.\r\n    this.addNewObstacle(currentSpeed);\r\n    }\r\n    },\r\n    \/**\r\n    * Add a new obstacle.\r\n    * @param {number} currentSpeed\r\n    *\/\r\n    addNewObstacle: function(currentSpeed) {\r\n    var obstacleTypeIndex =\r\n    getRandomNum(0, Obstacle.types.length - 1);\r\n    var obstacleType = Obstacle.types[obstacleTypeIndex];\r\n    var obstacleImg = this.obstacleImgs[obstacleType.type];\r\n    this.obstacles.push(new Obstacle(this.canvasCtx, obstacleType,\r\n    obstacleImg, this.dimensions, this.gapCoefficient, currentSpeed));\r\n    },\r\n    \/**\r\n    * Reset the horizon layer.\r\n    * Remove existing obstacles and reposition the horizon line.\r\n    *\/\r\n    reset: function() {\r\n    this.obstacles = [];\r\n    this.horizonLine.reset();\r\n    },\r\n    \/**\r\n    * Update the canvas width and scaling.\r\n    * @param {number} width Canvas width.\r\n    * @param {number} height Canvas height.\r\n    *\/\r\n    resize: function(width, height) {\r\n    this.canvas.width = width;\r\n    this.canvas.height = height;\r\n    },\r\n    \/**\r\n    * Add a new cloud to the horizon.\r\n    *\/\r\n    addCloud: function() {\r\n    this.clouds.push(new Cloud(this.canvas, this.cloudImg,\r\n    this.dimensions.WIDTH));\r\n    }\r\n    };\r\n    })();\r\n\r\n\r\n\t<\/script>\r\n\r\n\r\n\t<style>\/* Copyright 2014 The Chromium Authors. All rights reserved.\r\n   Use of this source code is governed by a BSD-style license that can be\r\n   found in the LICENSE file. *\/\r\n\r\na {\r\n  color: #585858;\r\n}\r\n\r\nbody {\r\n  background-color: #f7f7f7;\r\n  color: #585858;\r\n  font-size: 125%;\r\n}\r\n\r\nbody.safe-browsing {\r\n  background-color: rgb(206, 52, 38);\r\n  color: white;\r\n}\r\n\r\nbutton {\r\n  background: rgb(76, 142, 250);\r\n  border: 0;\r\n  border-radius: 2px;\r\n  box-sizing: border-box;\r\n  color: #fff;\r\n  cursor: pointer;\r\n  float: right;\r\n  font-size: .875em;\r\n  height: 36px;\r\n  margin: -6px 0 0;\r\n  padding: 8px 24px;\r\n  transition: box-shadow 200ms cubic-bezier(0.4, 0, 0.2, 1);\r\n}\r\n\r\n[dir='rtl'] button {\r\n  float: left;\r\n}\r\n\r\nbutton:active {\r\n  background: rgb(50, 102, 213);\r\n  outline: 0;\r\n}\r\n\r\nbutton:hover {\r\n  box-shadow: 0 1px 3px rgba(0, 0, 0, .50);\r\n}\r\n\r\n.debugging-content {\r\n  line-height: 1em;\r\n  margin-bottom: 0;\r\n  margin-top: 0;\r\n}\r\n\r\n.debugging-title {\r\n  font-weight: bold;\r\n}\r\n\r\n#details {\r\n  color: #696969;\r\n  margin: 45px 0 50px;\r\n}\r\n\r\n#details p:not(:first-of-type) {\r\n  margin-top: 20px;\r\n}\r\n\r\n#error-code {\r\n  color: black;\r\n  opacity: .35;\r\n  text-transform: uppercase;\r\n}\r\n\r\n#error-debugging-info {\r\n  font-size: 0.8em;\r\n}\r\n\r\nh1 {\r\n  -webkit-margin-after: 16px;\r\n  color: #585858;\r\n  font-size: 1.6em;\r\n  font-weight: normal;\r\n  line-height: 1.25em;\r\n}\r\n\r\nh2 {\r\n  font-size: 1.2em;\r\n  font-weight: normal;\r\n}\r\n\r\n.hidden {\r\n  display: none;\r\n}\r\n\r\n.icon {\r\n  background-repeat: no-repeat;\r\n  background-size: 100%;\r\n  height: 72px;\r\n  margin: 0 0 40px;\r\n  width: 72px;\r\n}\r\n\r\ninput[type=checkbox] {\r\n  visibility: hidden;\r\n}\r\n\r\n.interstitial-wrapper {\r\n  box-sizing: border-box;\r\n  font-size: 1em;\r\n  line-height: 1.6em;\r\n  margin: 50px auto 0;\r\n  max-width: 600px;\r\n  width: 100%;\r\n}\r\n\r\n#malware-opt-in {\r\n  font-size: .875em;\r\n  margin-top: 39px;\r\n}\r\n\r\n.nav-wrapper {\r\n  margin-top: 51px;\r\n}\r\n\r\n.nav-wrapper::after {\r\n  clear: both;\r\n  content: '';\r\n  display: table;\r\n  width: 100%;\r\n}\r\n\r\n#opt-in-label {\r\n  -webkit-margin-start: 32px;\r\n}\r\n\r\n.safe-browsing :-webkit-any(\r\n    a, #details, #details-button, h1, h2, p, .small-link) {\r\n  color: white;\r\n}\r\n\r\n.safe-browsing button {\r\n  background-color: rgb(206, 52, 38);\r\n  border: 1px solid white;\r\n}\r\n\r\n.safe-browsing button:active {\r\n  background-color: rgb(206, 52, 38);\r\n  border-color: rgba(255, 255, 255, .6);\r\n}\r\n\r\n.safe-browsing button:hover {\r\n  box-shadow: 0 2px 3px rgba(0, 0, 0, .5);\r\n}\r\n\r\n.safe-browsing .icon {\r\n  background-image: -webkit-image-set(\r\n      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2x);\r\n}\r\n\r\n.styled-checkbox {\r\n  float: left;\r\n  height: 16px;\r\n  margin-top: .36em;\r\n  position: relative;\r\n  width: 16px;\r\n}\r\n\r\n[dir='rtl'] .styled-checkbox {\r\n  float: right;\r\n}\r\n\r\n.styled-checkbox label {\r\n  background: transparent;\r\n  border: white solid 1px;\r\n  border-radius: 2px;\r\n  height: 14px;\r\n  left: 0;\r\n  position: absolute;\r\n  right: 0;\r\n  top: 0;\r\n  width: 14px;\r\n}\r\n\r\n.styled-checkbox label::after {\r\n  background: transparent;\r\n  border: 2px solid white;\r\n  border-right-width: 0;\r\n  border-top-width: 0;\r\n  content: '';\r\n  height: 4px;\r\n  left: 2px;\r\n  opacity: 0.3;\r\n  position: absolute;\r\n  top: 3px;\r\n  transform: rotate(-45deg);\r\n  width: 9px;\r\n}\r\n\r\n.styled-checkbox input[type=checkbox]:checked + label::after {\r\n  opacity: 1;\r\n}\r\n\r\n@media (max-width: 700px) {\r\n  .interstitial-wrapper {\r\n    padding: 0 10%;\r\n  }\r\n}\r\n\r\n@media (max-height: 600px) {\r\n  .interstitial-wrapper {\r\n    margin-top: 5px;\r\n  }\r\n}\r\n\r\n@media (max-width: 400px) {\r\n  button,\r\n  [dir='rtl'] button {\r\n    float: none;\r\n    font-size: 1em;\r\n    width: 100%;\r\n  }\r\n\r\n  #details {\r\n    margin: 20px 0 20px 0;\r\n  }\r\n\r\n  #details p:not(:first-of-type) {\r\n    margin-top: 10px;\r\n  }\r\n\r\n  #details-button {\r\n    display: block;\r\n    padding-top: 14px;\r\n    text-align: center;\r\n    width: 100%;\r\n  }\r\n\r\n  .interstitial-wrapper {\r\n    padding: 0 5%;\r\n  }\r\n\r\n  #malware-opt-in {\r\n    margin-top: 24px;\r\n  }\r\n\r\n  .nav-wrapper {\r\n    margin-top: 30px;\r\n  }\r\n\r\n  .small-link {\r\n    font-size: 1em;\r\n  }\r\n}\r\n<\/style>\r\n  <style>\/* Copyright 2013 The Chromium Authors. All rights reserved.\r\n * Use of this source code is governed by a BSD-style license that can be\r\n * found in the LICENSE file. *\/\r\n\r\n\/* Don't use the main frame div when the error is in a subframe. *\/\r\nhtml[subframe] #main-frame-error {\r\n  display: none;\r\n}\r\n\r\n\/* Don't use the subframe error div when the error is in a main frame. *\/\r\nhtml:not([subframe]) #sub-frame-error {\r\n  display: none;\r\n}\r\n\r\n#diagnose-button {\r\n  -webkit-margin-start: 0;\r\n  float: none;\r\n  margin-bottom: 10px;\r\n  margin-top: 20px;\r\n}\r\n\r\nh1 {\r\n  -webkit-margin-before: 0;\r\n}\r\n\r\nh2 {\r\n  color: #666;\r\n  font-size: 1.2em;\r\n  font-weight: normal;\r\n  margin: 10px 0;\r\n}\r\n\r\na {\r\n  color: rgb(17, 85, 204);\r\n  text-decoration: none;\r\n}\r\n\r\n.icon {\r\n  -webkit-user-select: none;\r\n}\r\n\r\n.icon-generic {\r\n  \/**\r\n   * Can't access chrome:\/\/theme\/IDR_ERROR_NETWORK_GENERIC from an untrusted\r\n   * renderer process, so embed the resource manually.\r\n   *\/\r\n  content: -webkit-image-set(\r\n      url('data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAACkAAAAyCAAAAADkGq1yAAAAAnRSTlMA\/1uRIrUAAABLSURBVHhe7dOxDQAgCERRdrza\/ScwscNYSKIhWAror9+VR7BjKZbkrSpKeA45K8PQuoYqcUNKbmUzpNkD8kvM\/ErlkVFk8necCyU7IotT35DVJRIAAAAASUVORK5CYII=') 1x,\r\n      url('data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFIAAABkCAAAAAAwZDj3AAAAAnRSTlMA\/1uRIrUAAABiSURBVHhe7cy7CYAwFABAd8z+HyewskkTW+EFA3kgSu4GuK2ktI71SqWyjeyxirlS2aeMQczfKcuNUjny\/1KpPCbKjA+WSqVSqVQqawmy5TlZKpVPQciVSuUEpVKZtVypVF5DHE3\/NzR+1AAAAABJRU5ErkJggg==') 2x);\r\n  height: 50px;\r\n  padding-top: 20px;\r\n  width: 41px;\r\n}\r\n\r\n.icon-offline {\r\n  content: -webkit-image-set(\r\n      url('data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAACwAAAAvAgMAAADlfsA8AAAADFBMVEX39\/f\/\/\/\/39\/dTU1NOmoBdAAAAAnRSTlMAAHaTzTgAAAB6SURBVHherc2xDUIxDIThE6UbVmEZ9nN9TUZgJWo3Ju8UhGIrHX\/1FScdnr82K+PMoZizbozLsfw+OP9mkpvNARuabB6OG6fIZr4uozi4noqTYrcKHoxi63ZodLBG0a0R0c2M5Uw5Z3rzoavqwNf3CGybKH4gYXTq6wPqOghb2tvIFQAAAABJRU5ErkJggg==') 1x,\r\n      url('data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFgAAABeAgMAAADaoju6AAAADFBMVEX39\/f\/\/\/\/39\/dTU1NOmoBdAAAAAnRSTlMAAHaTzTgAAACDSURBVHhe7dIhDgQhAEPR6jV7urnkN3PEbkIIICCQSdfNl8\/UVNe0DA\/R0p7BtTzjFkesLO8nX6YUYpj8IcO48Ie+GGa4XSqYYwO4lWUPSpjH4I8s5Vg8Z7RhkeeZE2fRNc\/Y5oRtu7NrC26bCKNWktEp2xueT5on\/F2yLQlAQGWt+AcZixZ9AfIcYgAAAABJRU5ErkJggg==') 2x);\r\n  height: 47px;\r\n  margin: 0 0 40px;\r\n  position: relative;\r\n  width: 44px;\r\n}\r\n\r\n#content-top {\r\n  margin: 20px;\r\n}\r\n\r\n#help-box-outer {\r\n  -webkit-transition: height ease-in 218ms;\r\n  overflow: hidden;\r\n}\r\n\r\n#help-box-inner {\r\n  background-color: #f9f9f9;\r\n  border-top: 1px solid #EEE;\r\n  color: #444;\r\n  padding: 20px;\r\n  text-align: start;\r\n}\r\n\r\n#suggestion {\r\n  margin-top: 15px;\r\n}\r\n\r\n#short-suggestion {\r\n  margin-top: 5px;\r\n}\r\n\r\n#sub-frame-error-details {\r\n  color: #8F8F8F;\r\n\/* Not done on mobile for performance reasons. *\/\r\n  text-shadow: 0 1px 0 rgba(255,255,255,0.3);\r\n}\r\n\r\n[jscontent=failedUrl] {\r\n  overflow-wrap: break-word;\r\n}\r\n\r\n#search-container {\r\n  \/* Prevents a space between controls. *\/\r\n  display: flex;\r\n  margin-top: 20px;\r\n}\r\n\r\n#search-box {\r\n  border: 1px solid #cdcdcd;\r\n  flex-grow: 1;\r\n  font-size: 16px;\r\n  height: 26px;\r\n  margin-right: 0;\r\n  padding: 1px 9px;\r\n}\r\n\r\n#search-box:focus {\r\n  border: 1px solid rgb(93, 154, 255);\r\n  outline: none;\r\n}\r\n\r\n#search-button {\r\n  border: none;\r\n  border-bottom-left-radius: 0;\r\n  border-top-left-radius: 0;\r\n  box-shadow: none;\r\n  display: flex;\r\n  height: 30px;\r\n  margin: 0;\r\n  padding: 0;\r\n  width: 60px;\r\n}\r\n\r\n#search-image {\r\n  content:\r\n      -webkit-image-set(\r\n          url('data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAA4AAAAPCAQAAAB+HTb\/AAAArElEQVR4Xn3NsUoCUBzG0XvB3U0chR4geo5qihpt6gkCx0bXFsMERWj2KWqIanAvmlUUoQapwU6g4l8H5bd9Z\/iSPS0hu\/RqZqrncBuzLl7U3Rn4cSpQFTeroejJl1Lgs7f4ceDPdeBMXYp86gaONYJkY83AnqHiGk9wHnjk16PKgo5N9BUCkzPf5j6M0PfuVg5MymoetFwoaKAlB26WdXAvJ7u5mezitqtkT\/\/7Sv\/u96CaLQAAAABJRU5ErkJggg==') 1x,\r\n          url('data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAABwAAAAeCAQAAACVzLYUAAABYElEQVR4Xr3VMUuVURzH8XO98jgkGikENkRD0KRGDUVDQy0h2SiC4IuIiktL4AvQt1CDBJUJwo1KXXS6cWdHw7tcjWwoC5Hrx+UZgnNO5CXiO\/75jD\/+QZf9MzjskVU7DrU1zRv9G9ir5hsA4Nii83+GA9ZI1nI1D6tWAE1TRlQMuuuFDthzMQefgo4nKr+f3dIGDdUUHPYD1ISoMQdgJgUfgqaKEOcxWE\/BVTArJBvwC0cGY7gNLgiZNsD1GP4EPVn4EtyLYRuczcJ34HYMP4E7GdajDS7FcB48z8AJ8FmI4TjouBkzZ2yBuRQMlsButIZ+dfDVUBqOaIHvavpLVHXfFmAqv45r9gEHNr3y3hcAfLSgSMPgiiZR+6Z9AMuKNAwqpjUcA2h55pxgAfBWkYRlQ254YMJloaxPHbCkiGCymL5RlLA7GnRDXyuC7uhicLoKdRyaDE5Pl00K\/\/93nABqPgBDK8sfWgAAAABJRU5ErkJggg==') 2x);\r\n  margin: auto;\r\n}\r\n\r\n.hidden {\r\n  display: none;\r\n}\r\n\r\n.suggestions {\r\n  margin-top: 18px;\r\n}\r\n\r\n.suggestion-header {\r\n  font-weight: bold;\r\n  margin-bottom: 4px;\r\n}\r\n\r\n.suggestion-body {\r\n  color: #777;\r\n}\r\n\r\n.error-code {\r\n  color: #A0A0A0;\r\n  margin-top: 15px;\r\n}\r\n\r\n\/* Increase line height at higher resolutions. *\/\r\n@media (min-width: 641px) and (min-height: 641px) {\r\n  #help-box-inner {\r\n    line-height: 18px;\r\n  }\r\n}\r\n\r\n\/* Decrease padding at low sizes. *\/\r\n@media (max-width: 640px), (max-height: 640px) {\r\n  body {\r\n    margin: 15px;\r\n  }\r\n  h1 {\r\n    margin: 10px 0 15px;\r\n  }\r\n  #content-top {\r\n    margin: 15px;\r\n  }\r\n  #help-box-inner {\r\n    padding: 20px;\r\n  }\r\n  .suggestions {\r\n    margin-top: 10px;\r\n  }\r\n  .suggestion-header {\r\n    margin-bottom: 0;\r\n  }\r\n  .error-code {\r\n    margin-top: 10px;\r\n  }\r\n}\r\n\r\n\/* Don't allow overflow when in a subframe. *\/\r\nhtml[subframe] body {\r\n  overflow: hidden;\r\n}\r\n\r\n#sub-frame-error {\r\n  -webkit-align-items: center;\r\n  background-color: #DDD;\r\n  display: -webkit-flex;\r\n  -webkit-flex-flow: column;\r\n  height: 100%;\r\n  -webkit-justify-content: center;\r\n  left: 0;\r\n  position: absolute;\r\n  top: 0;\r\n  width: 100%;\r\n}\r\n\r\n#sub-frame-error:hover {\r\n  background-color: #EEE;\r\n}\r\n\r\n#sub-frame-error-details {\r\n  margin: 0 10px;\r\n  visibility: hidden;\r\n}\r\n\r\n\/* Show details only when hovering. *\/\r\n#sub-frame-error:hover #sub-frame-error-details {\r\n  visibility: visible;\r\n}\r\n\r\n\/* If the iframe is too small, always hide the error code. *\/\r\n\/* TODO(mmenke): See if overflow: no-display works better, once supported. *\/\r\n@media (max-width: 200px), (max-height: 95px) {\r\n  #sub-frame-error-details {\r\n    display: none;\r\n  }\r\n}\r\n\r\n\/* details-button is special; it's a <button> element that looks like a link. *\/\r\n#details-button {\r\n  background-color: inherit;\r\n  background-image: none;\r\n  border: none;\r\n  box-shadow: none;\r\n  min-width: 0;\r\n  padding: 0;\r\n  text-decoration: underline;\r\n}\r\n\r\n\/* Styles for platform dependent separation of controls and details button. *\/\r\n.suggested-left > #control-buttons,\r\n.suggested-right > #details-button  {\r\n  float: left;\r\n}\r\n\r\n.suggested-right > #control-buttons,\r\n.suggested-left > #details-button  {\r\n  float: right;\r\n}\r\n\r\n#details-button.singular {\r\n  float: none;\r\n}\r\n\r\n#buttons::after {\r\n  clear: both;\r\n  content: '';\r\n  display: block;\r\n  width: 100%;\r\n}\r\n\r\n\/* Offline page *\/\r\n.offline .interstitial-wrapper {\r\n  color: #2b2b2b;\r\n  font-size: 1em;\r\n  line-height: 1.55;\r\n  margin: 100px auto 0;\r\n  max-width: 600px;\r\n  width: 100%;\r\n}\r\n\r\n.offline .runner-container {\r\n  height: 150px;\r\n  max-width: 600px;\r\n  overflow: hidden;\r\n  position: absolute;\r\n  top: 10px;\r\n  width: 44px;\r\n  z-index: 2;\r\n}\r\n\r\n.offline .runner-canvas {\r\n  height: 150px;\r\n  max-width: 600px;\r\n  opacity: 1;\r\n  overflow: hidden;\r\n  position: absolute;\r\n  top: 0;\r\n}\r\n\r\n.offline .controller {\r\n  background: rgba(247,247,247, .1);\r\n  height: 100vh;\r\n  left: 0;\r\n  position: absolute;\r\n  top: 0;\r\n  width: 100vw;\r\n  z-index: 1;\r\n}\r\n\r\n#offline-resources {\r\n  display: none;\r\n}\r\n\r\n@media (max-width: 400px) {\r\n  .suggested-left > #control-buttons,\r\n  .suggested-right > #control-buttons {\r\n    float: none;\r\n    margin: 50px 0 20px;\r\n  }\r\n}\r\n\r\n@media (max-height: 350px) {\r\n  h1 {\r\n    margin: 0 0 15px;\r\n  }\r\n\r\n  .icon-offline {\r\n    margin: 0 0 10px;\r\n  }\r\n\r\n  .interstitial-wrapper {\r\n    margin-top: 5%;\r\n  }\r\n\r\n  .nav-wrapper {\r\n    margin-top: 30px;\r\n  }\r\n}\r\n<\/style>\r\n<\/head>\r\n\r\n<body id=\"t\">\r\n<script>\r\n  window.fbAsyncInit = function() {\r\n    FB.init({\r\n      appId      : '576553495813787',\r\n      xfbml      : true,\r\n      version    : 'v2.2'\r\n    });\r\n  };\r\n\r\n  (function(d, s, id){\r\n     var js, fjs = d.getElementsByTagName(s)[0];\r\n     if (d.getElementById(id)) {return;}\r\n     js = d.createElement(s); js.id = id;\r\n     js.src = \"\/\/connect.facebook.net\/en_US\/sdk.js\";\r\n     fjs.parentNode.insertBefore(js, fjs);\r\n   }(document, 'script', 'facebook-jssdk'));\r\n<\/script>\r\n<div id=\"main-frame-error\" class=\"interstitial-wrapper\" jstcache=\"0\">\r\n    <div class=\"onlyforchrome\" style=\"font-size: 30px;text-align: center;font-family: Helvetica;\">HOTRO T-Rex <\/div>\r\n    <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;\"><br\/> \u0628\u0627 \"\u0627\u0633\u067e\u06cc\u0633\" \u0628\u0627\u0632\u06cc \u0631\u0627 \u0634\u0631\u0648\u0639 \u06a9\u0646\u06cc\u062f<\/div>\r\n\t<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\" target=\"_blank\" rel=\"noopener\">here<\/a><\/div>\r\n    <div id=\"offline-resources\" jstcache=\"0\">\r\n    <div id=\"offline-resources-1x\" jstcache=\"0\">\r\n      <img decoding=\"async\" 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\">\r\n      <img decoding=\"async\" id=\"1x-obstacle-small\" src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGYAAAAjCAMAAABRlI+PAAAADFBMVEX\/\/\/\/\/\/\/\/39\/dTU1PhglcSAAAAAXRSTlMAQObYZgAAAPNJREFUeF7tlkEKwzAMBLXr\/\/+5iQhU7gRRQkyhZI+DhwH74jhmO+oIJBVwURljuAXagG5QqkSgBLqg3JnxJ1Cb8SmQ3o6gpO85owGlOB4m2BNKJ11BSd01owGlOHkcIAuHkz6UNpPKgozPM54dADHjJuNhZiJxdQCQgZJeBczgCAAy3yhPJvcnmdC9mZwBIsQMFV5AkzHBNknFgcKM+oyDIFcfCAoy03m+jSMIcmoVZkKqSjr1fghyahRmoKRUHYLiSI1SMlCq5CDgX6BXmKkfn+oQ0KEyyrzoy8GbXJ9xrM\/YjhUZgl9nnsyTCe9rgSRdV15CwRcIEu8GGQAAAABJRU5ErkJggg==\" jstcache=\"0\">\r\n      <img decoding=\"async\" id=\"1x-cloud\" src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAC4AAAAOCAQAAAD6HOaKAAAAU0lEQVR4XrWSsQkAQAgD3X9El\/ELixQpJHCfdApnUCtXz7o49cgagaGPaq4rIwAP9s\/C7R7UX3inJ0BDb6qWDC7ScOR\/QWjRlFizuPwLtTLj+qkH6DjD2wLtikUAAAAASUVORK5CYII=\" jstcache=\"0\">\r\n      <img decoding=\"async\" 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\">\r\n      <img decoding=\"async\" id=\"1x-horizon\" src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAABLAAAAAMAgMAAAAPCKxBAAAABlBMVEX\/\/\/9TU1NYzE1OAAAAAXRSTlMAQObYZgAAALJJREFUeF7t1EEKAyEMhtEvMNm7sPfJEVyY+1+ltLgYAsrQCtWhbxEhQvgxIJtSZypxa\/WGshgzKdbq\/UihMFMlt3o\/CspEYoihIMaAb6mCvM6C+BTAeyo+wN4yykV\/6pVfkdLpVyI1hh7GJ6QunUoLEQlQglNP2nkQkeF8+ei9cLxMue1qxVRfk1Ej0s6AEGWfVOk0QUtnK5Xo0Lac6wpdtnQqB6VxomPaz+dgF1PaqqmeWJlz1jYUaSIAAAAASUVORK5CYII=\" jstcache=\"0\">\r\n      <img decoding=\"async\" id=\"1x-trex\" src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAQgAAAAvAgMAAABiRrxWAAAADFBMVEX\/\/\/9TU1P39\/f\/\/\/+TS9URAAAAAXRSTlMAQObYZgAAAPpJREFUeF7d0jFKRkEMhdGLMM307itNLALyVmHvJuzTDMjdn72E95PGFEZSmeoU4YMMgxhskvQec8YSVFX1NhGcS5ywtbmC8khcZeKq+ZWJ4F8Sr2+ZCErjkJFEfcjAc\/6\/BMlfcz6xHdhRthYzIZhIHMcTVY1scUUiAphK8CMSPUbieTBhvD9Lj0vyV4wklEGzHpciKGOJoBp7XDcFs4kWxxM7Ey3iZ8JbzASAvMS7XLOJHTTvEkEZSeQl7DMuwVyCasqK5+XzQRYLUJlMbPXjFcn3m8eKBSjWZMJwvGIOvViAzCbUj1VEDoqFOEQGE3SyInJQLOQMJL4B7enP1UbLXJQAAAAASUVORK5CYII=\" jstcache=\"0\">\r\n      <img decoding=\"async\" id=\"1x-restart\" src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAACQAAAAgCAQAAADQmBIFAAAAZklEQVR4Xu3WMQoAIAxDUe\/Y+58jYwV1CwQJWQT5o\/DAoaWjV2i\/LRym\/A5FjEsR41LPQchByEHwIVAEC4gZpghmSDP8egXpr\/hQZaAKQFQe+pBOQAblDC336qrlPpSg0MEjInbWTLFFmwc8TpTAAAAAAElFTkSuQmCC\" jstcache=\"0\">\r\n    <\/div>\r\n    <div id=\"offline-resources-2x\" jstcache=\"0\">\r\n      <img decoding=\"async\" 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\">\r\n      <img decoding=\"async\" id=\"2x-obstacle-small\" src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAMwAAABGBAMAAAByJ2Z\/AAAADFBMVEX\/\/\/9TU1P39\/f\/\/\/+TS9URAAAAAXRSTlMAQObYZgAAARZJREFUeF7t2NEJwzAQg2GtcCtoBe2\/W6k5aK8qLgR6ToL9KPzzgR+NPCRRjg2ScjiQ9DKMCE4HRYQOJB2MJyXyQWPQgeSCDD8HnYHh10F6NbJk9KyMwpJ+hkEfnoSyGX1NUmAOqVjSz4zrNgwhm9FbMmEyuS7DpQw\/Gf5kOGEYXMgwWBobnGHQmZKsYuyKDcZk8gdmM5uJMzKbgS7I5KENgJzxxN95PUMfAKi8gCXO6BQM4cM4ysEZwplyfxFDErAhmWniDKT3pJEpD2RDMpPEGUt6mOIQ1XFGmiXOZNLIgKUpgzH4lTgDtDIgmY0NznhSnWhk\/v2ZkuONGOI2DEn0MNf7ttvMZjazmc2AJDkdJOlQ0sk8AC45t4r28J0GAAAAAElFTkSuQmCC\" jstcache=\"0\">\r\n      <img decoding=\"async\" id=\"2x-cloud\" src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFwAAAAcAgMAAACR2TCnAAAABlBMVEUAAADa2to4qB92AAAAAXRSTlMAQObYZgAAAFFJREFUeF6VzTEKAFEIxNA03m+a3P8q2wqi\/E35BIdeGXq3q5hnrwBs7mC5vIZzu\/nnqI319vRtqHB731blwSHjx+22+Rdn94rzQq0ugKPVlz5onyJcGdu0NgAAAABJRU5ErkJggg==\" jstcache=\"0\">\r\n      <img decoding=\"async\" id=\"2x-text\" src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAX4AAAAwAQMAAAAsMYMXAAAABlBMVEUAAABTU1OoaSf\/AAAAAXRSTlMAQObYZgAAAPdJREFUeF7tkzFqAzEQRb9RsZ11BF0jlXSlpDdYOcFeSeCLKLeYQujHwxRrtF0gUoqo+AwfPRh4DDZByKk7tkv3rNszWhLHKv7BhtObALxF3LP44vRvRoLPTa4avoS8BLA+PSNFzyqAq\/wDwNZxrxKBxq5axLGRS4EkgP6A6rrhy6ZVQLoiZKpfRJ8NqCp+HbCZpAcromNNHTfoeWS7hwnA\/\/tROIpm17lddCbFgMAylGSZANiRhL1ou2treo0\/ErB5AtAwbr8e8HK28wpwP8rmpwCv23+cPZhvK8GOCUD4lMHRALiOw8O9TAAcB2C8B7zDSvPw+8A3sQJ\/MSdPGzIAAAAASUVORK5CYII=\" jstcache=\"0\">\r\n      <img decoding=\"async\" id=\"2x-horizon\" src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAACWAAAAAYAQMAAABEalRSAAAABlBMVEX\/\/\/9TU1NYzE1OAAAAAXRSTlMAQObYZgAAAOtJREFUeF7tljEKwzAMRb\/J0CWgI\/QKOYAh1+pUcjQfpUfw2MFEHVyDQSQmQUNM9AYNcobnh4egU+YVqhAvZSpgsfolPnSv5d0nz3vHslgUdK81RLzyvHcsi+WBNxQh4Ln8pw4Wi7skAg9mXgHMrEACXJnbHIllsbqGAtwXhnYswzFzwPWxWEPc2CexoobkHM4ZpD6s2loWiyIEEwCChIomMiMEHqgP573C9eHkc5VLWh3XsljnGVoLWVl+31bp38piTVVuihtPOAm9kcRLbrFjEvqwamtZLK5eI8sSan9rXEK0LcNFrY5oWawf59S7YSRD7eMAAAAASUVORK5CYII=\" jstcache=\"0\">\r\n      <img decoding=\"async\" id=\"2x-trex\" 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(navigator.userAgent.toLowerCase().indexOf('chrome') <= -1) {\r\n\t  hideClass(\".onlyforchrome\");\r\n\t}\r\n  <\/script>\r\n\t  \r\n\r\n\r\n\r\n<\/body>\r\n\r\n<\/html>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t<div class=\"elementor-element elementor-element-5fb3ed5 e-flex e-con-boxed e-con e-parent\" data-id=\"5fb3ed5\" data-element_type=\"container\" data-e-type=\"container\">\n\t\t\t\t\t<div class=\"e-con-inner\">\n\t\t\t\t<div class=\"elementor-element elementor-element-77360a4 elementor-widget elementor-widget-html\" data-id=\"77360a4\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"html.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<!DOCTYPE html>\n<html lang=\"en\">\n<head>\n    <meta charset=\"UTF-8\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\">\n    <title>Disable Spacebar Scroll<\/title>\n    <style>\n        body {\n            height: 2000px; \/* \u0627\u06cc\u062c\u0627\u062f \u0645\u062d\u062a\u0648\u0627 \u0628\u0631\u0627\u06cc \u0645\u0634\u0627\u0647\u062f\u0647 \u0627\u0633\u06a9\u0631\u0648\u0644 *\/\n        }\n    <\/style>\n<\/head>\n<body>\n    <script>\n        document.addEventListener('keydown', function(event) {\n            if (event.code === 'Space') {\n                event.preventDefault(); \/\/ \u062c\u0644\u0648\u06af\u06cc\u0631\u06cc \u0627\u0632 \u0631\u0641\u062a\u0627\u0631 \u067e\u06cc\u0634\u200c\u0641\u0631\u0636\n            }\n        });\n    <\/script>\n<\/body>\n<\/html>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t","protected":false},"excerpt":{"rendered":"<p>404 !Not Found T-Rex Game HOTRO T-Rex \u0628\u0627 &#8220;\u0627\u0633\u067e\u06cc\u0633&#8221; \u0628\u0627\u0632\u06cc \u0631\u0627 \u0634\u0631\u0648\u0639 \u06a9\u0646\u06cc\u062f Sorry, this game only runs on the Google Chrome! You can download it free here Disable Spacebar Scroll<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"page-blank.php","meta":{"footnotes":""},"class_list":["post-6320","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/hotrogroup.com\/en\/wp-json\/wp\/v2\/pages\/6320","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hotrogroup.com\/en\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/hotrogroup.com\/en\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/hotrogroup.com\/en\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/hotrogroup.com\/en\/wp-json\/wp\/v2\/comments?post=6320"}],"version-history":[{"count":0,"href":"https:\/\/hotrogroup.com\/en\/wp-json\/wp\/v2\/pages\/6320\/revisions"}],"wp:attachment":[{"href":"https:\/\/hotrogroup.com\/en\/wp-json\/wp\/v2\/media?parent=6320"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}