<!DOCTYPE html>
<html dir="ltr" lang="en" i18n-processed="">
    <head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0,
                                   maximum-scale=1.0, user-scalable=no">
    <title>{{ hostname }}</title>
    <style>/* Copyright 2017 The Chromium Authors. All rights reserved.
   * Use of this source code is governed by a BSD-style license that can be
   * found in the LICENSE file. */
  
  a {
    color: rgb(88, 88, 88);
  }
  
  body {
    background-color: rgb(247, 247, 247);
    color: rgb(100, 100, 100);
  }
  
  #details-button {
    background: inherit;
    border: 0;
    float: none;
    margin: 0;
    padding: 10px 0;
    text-transform: uppercase;
  }
  
  .hidden {
    display: none;
  }
  
  html {
    -webkit-text-size-adjust: 100%;
    font-size: 125%;
  }
  
  .icon {
    background-repeat: no-repeat;
    background-size: 100%;
  }</style>
    <style>/* Copyright 2014 The Chromium Authors. All rights reserved.
     Use of this source code is governed by a BSD-style license that can be
     found in the LICENSE file. */
  
  button {
    border: 0;
    border-radius: 2px;
    box-sizing: border-box;
    color: #fff;
    cursor: pointer;
    float: right;
    font-size: .875em;
    margin: 0;
    padding: 10px 24px;
    transition: box-shadow 200ms cubic-bezier(0.4, 0, 0.2, 1);
    user-select: none;
  }
  
  [dir='rtl'] button {
    float: left;
  }
  
  .bad-clock button,
  .captive-portal button,
  .main-frame-blocked button,
  .neterror button,
  .offline button,
  .ssl button {
    background: rgb(66, 133, 244);
  }
  
  button:active {
    background: rgb(50, 102, 213);
    outline: 0;
  }
  
  button:hover {
    box-shadow: 0 1px 3px rgba(0, 0, 0, .50);
  }
  
  #debugging {
    display: inline;
    overflow: auto;
  }
  
  .debugging-content {
    line-height: 1em;
    margin-bottom: 0;
    margin-top: 1em;
  }
  
  .debugging-content-fixed-width {
    display: block;
    font-family: monospace;
    font-size: 1.2em;
    margin-top: 0.5em;
  }
  
  .debugging-title {
    font-weight: bold;
  }
  
  #details {
    color: #696969;
    margin: 0 0 50px;
  }
  
  #details p:not(:first-of-type) {
    margin-top: 20px;
  }
  
  #details-button:hover {
    box-shadow: inherit;
    text-decoration: underline;
  }
  
  .error-code {
    color: #646464;
    font-size: .86667em;
    text-transform: uppercase;
  }
  
  #error-debugging-info {
    font-size: 0.8em;
  }
  
  h1 {
    color: #333;
    font-size: 1.6em;
    font-weight: normal;
    line-height: 1.25em;
    margin-bottom: 16px;
  }
  
  h2 {
    font-size: 1.2em;
    font-weight: normal;
  }
  
  .icon {
    height: 72px;
    margin: 0 0 40px;
    width: 72px;
  }
  
  input[type=checkbox] {
    opacity: 0;
  }
  
  input[type=checkbox]:focus ~ .checkbox {
    outline: -webkit-focus-ring-color auto 5px;
  }
  
  .interstitial-wrapper {
    box-sizing: border-box;
    font-size: 1em;
    line-height: 1.6em;
    margin: 14vh auto 0;
    max-width: 600px;
    width: 100%;
  }
  
  #main-message > p {
    display: inline;
  }
  
  #extended-reporting-opt-in {
    font-size: .875em;
    margin-top: 39px;
  }
  
  #extended-reporting-opt-in label {
    position: relative;
    display: flex;
    align-items: flex-start;
  }
  
  .nav-wrapper {
    margin-top: 51px;
  }
  
  .nav-wrapper::after {
    clear: both;
    content: '';
    display: table;
    width: 100%;
  }
  
  .small-link {
    color: #696969;
    font-size: .875em;
  }
  
  .checkboxes {
    flex: 0 0 24px;
  }
  
  .checkbox {
    background: transparent;
    border: 1px solid white;
    border-radius: 2px;
    display: block;
    height: 14px;
    left: 0;
    position: absolute;
    right: 0;
    top: 3px;
    width: 14px;
  }
  
  .checkbox::before {
    background: transparent;
    border: 2px solid white;
    border-right-width: 0;
    border-top-width: 0;
    content: '';
    height: 4px;
    left: 2px;
    opacity: 0;
    position: absolute;
    top: 3px;
    transform: rotate(-45deg);
    width: 9px;
  }
  
  input[type=checkbox]:checked ~ .checkbox::before {
    opacity: 1;
  }
  
  @media (max-width: 700px) {
    .interstitial-wrapper {
      padding: 0 10%;
    }
  
    #error-debugging-info {
      overflow: auto;
    }
  }
  
  @media (max-height: 600px) {
    .error-code {
      margin-top: 10px;
    }
  }
  
  @media (max-width: 420px) {
    button,
    [dir='rtl'] button,
    .small-link {
      float: none;
      font-size: .825em;
      font-weight: 400;
      margin: 0;
      text-transform: uppercase;
      width: 100%;
    }
  
    #details {
      margin: 20px 0 20px 0;
    }
  
    #details p:not(:first-of-type) {
      margin-top: 10px;
    }
  
    #details-button {
      display: block;
      margin-top: 20px;
      text-align: center;
      width: 100%;
    }
  
    .interstitial-wrapper {
      padding: 0 5%;
    }
  
    #extended-reporting-opt-in {
      margin-top: 24px;
    }
  
    .nav-wrapper {
      margin-top: 30px;
    }
  }
  
  /**
   * Mobile specific styling.
   * Navigation buttons are anchored to the bottom of the screen.
   * Details message replaces the top content in its own scrollable area.
   */
  
  @media (max-width: 420px) {
    #details-button {
      border: 0;
      margin: 28px 0 0;
    }
  
    .secondary-button {
      -webkit-margin-end: 0;
      margin-top: 16px;
    }
  }
  
  /* Fixed nav. */
  @media (min-width: 240px) and (max-width: 420px) and
         (min-height: 401px),
         (min-width: 421px) and (min-height: 240px) and
         (max-height: 560px) {
    body .nav-wrapper {
      background: #f7f7f7;
      bottom: 0;
      box-shadow: 0 -22px 40px rgb(247, 247, 247);
      margin: 0;
      max-width: 736px;
      padding-left: 0px;
      padding-right: 48px;
      position: fixed;
      z-index: 2;
    }
  
    .interstitial-wrapper {
      max-width: 736px;
    }
  
    #details,
    #main-content {
      padding-bottom: 40px;
    }
  
    #details {
      padding-top: 5.5vh;
    }
  }
  
  @media (max-width: 420px) and (orientation: portrait),
         (max-height: 560px) {
    body {
      margin: 0 auto;
    }
  
    button,
    [dir='rtl'] button,
    button.small-link {
      font-family: Roboto-Regular,Helvetica;
      font-size: .933em;
      font-weight: 600;
      margin: 6px 0;
      text-transform: uppercase;
      transform: translatez(0);
    }
  
    .nav-wrapper {
      box-sizing: border-box;
      padding-bottom: 8px;
      width: 100%;
    }
  
    .error-code {
      margin-top: 0;
    }
  
    #details {
      box-sizing: border-box;
      height: auto;
      margin: 0;
      opacity: 1;
      transition: opacity 250ms cubic-bezier(0.4, 0, 0.2, 1);
    }
  
    #details.hidden,
    #main-content.hidden {
      display: block;
      height: 0;
      opacity: 0;
      overflow: hidden;
      padding-bottom: 0;
      transition: none;
    }
  
    #details-button {
      padding-bottom: 16px;
      padding-top: 16px;
    }
  
    h1 {
      font-size: 1.5em;
      margin-bottom: 8px;
    }
  
    .icon {
      margin-bottom: 5.69vh;
    }
  
    .interstitial-wrapper {
      box-sizing: border-box;
      margin: 7vh auto 12px;
      padding: 0 24px;
      position: relative;
    }
  
    .interstitial-wrapper p {
      font-size: .95em;
      line-height: 1.61em;
      margin-top: 8px;
    }
  
    #main-content {
      margin: 0;
      transition: opacity 100ms cubic-bezier(0.4, 0, 0.2, 1);
    }
  
    .small-link {
      border: 0;
    }
  
    .suggested-left > #control-buttons,
    .suggested-right > #control-buttons {
      float: none;
      margin: 0;
    }
  }
  
  @media (min-width: 421px) and (min-height: 500px) and (max-height: 560px) {
    .interstitial-wrapper {
      margin-top: 10vh;
    }
  }
  
  @media (min-height: 400px) and (orientation:portrait) {
    .interstitial-wrapper {
      margin-bottom: 145px;
    }
  }
  
  @media (min-height: 299px) {
    .nav-wrapper {
      padding-bottom: 16px;
    }
  }
  
  @media (min-height: 500px) and (max-height: 650px) and (max-width: 414px) and
         (orientation: portrait) {
    .interstitial-wrapper {
      margin-top: 7vh;
    }
  }
  
  @media (min-height: 650px) and (max-width: 414px) and (orientation: portrait) {
    .interstitial-wrapper {
      margin-top: 10vh;
    }
  }
  
  /* Small mobile screens. No fixed nav. */
  @media (max-height: 400px) and (orientation: portrait),
         (max-height: 239px) and (orientation: landscape),
         (max-width: 419px) and (max-height: 399px) {
    .interstitial-wrapper {
      display: flex;
      flex-direction: column;
      margin-bottom: 0;
    }
  
    #details {
      flex: 1 1 auto;
      order: 0;
    }
  
    #main-content {
      flex: 1 1 auto;
      order: 0;
    }
  
    .nav-wrapper {
      flex: 0 1 auto;
      margin-top: 8px;
      order: 1;
      padding-left: 0;
      padding-right: 0;
      position: relative;
      width: 100%;
    }
  }
  
  @media (max-width: 239px) and (orientation: portrait) {
    .nav-wrapper {
      padding-left: 0;
      padding-right: 0;
    }
  }
  </style>
    <style>/* Copyright 2013 The Chromium Authors. All rights reserved.
   * Use of this source code is governed by a BSD-style license that can be
   * found in the LICENSE file. */
  
  /* Don't use the main frame div when the error is in a subframe. */
  html[subframe] #main-frame-error {
    display: none;
  }
  
  /* Don't use the subframe error div when the error is in a main frame. */
  html:not([subframe]) #sub-frame-error {
    display: none;
  }
  
  #diagnose-button {
    -webkit-margin-start: 0;
    float: none;
    margin-bottom: 10px;
    margin-top: 20px;
  }
  
  h1 {
    margin-top: 0;
    word-wrap: break-word;
  }
  
  h1 span {
    font-weight: 500;
  }
  
  h2 {
    color: #666;
    font-size: 1.2em;
    font-weight: normal;
    margin: 10px 0;
  }
  
  a {
    color: rgb(17, 85, 204);
    text-decoration: none;
  }
  
  .icon {
    -webkit-user-select: none;
    display: inline-block;
  }
  
  .icon-generic {
    /**
     * Can't access chrome://theme/IDR_ERROR_NETWORK_GENERIC from an untrusted
     * renderer process, so embed the resource manually.
     */
    content: -webkit-image-set(
        url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEgAAABIAQMAAABvIyEEAAAABlBMVEUAAABTU1OoaSf/AAAAAXRSTlMAQObYZgAAAENJREFUeF7tzbEJACEQRNGBLeAasBCza2lLEGx0CxFGG9hBMDDxRy/72O9FMnIFapGylsu1fgoBdkXfUHLrQgdfrlJN1BdYBjQQm3UAAAAASUVORK5CYII=) 1x,
        url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAJAAAACQAQMAAADdiHD7AAAABlBMVEUAAABTU1OoaSf/AAAAAXRSTlMAQObYZgAAAFJJREFUeF7t0cENgDAMQ9FwYgxG6WjpaIzCCAxQxVggFuDiCvlLOeRdHR9yzjncHVoq3npu+wQUrUuJHylSTmBaespJyJQoObUeyxDQb3bEm5Au81c0pSCD8HYAAAAASUVORK5CYII=) 2x);
  }
  
  .icon-offline {
    content: -webkit-image-set(
        url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEgAAABIAQMAAABvIyEEAAAABlBMVEUAAABTU1OoaSf/AAAAAXRSTlMAQObYZgAAAGxJREFUeF7tyMEJwkAQRuFf5ipMKxYQiJ3Z2nSwrWwBA0+DQZcdxEOueaePp9+dQZFB7GpUcURSVU66yVNFj6LFICatThZB6r/ko/pbRpUgilY0Cbw5sNmb9txGXUKyuH7eV25x39DtJXUNPQGJtWFV+BT/QAAAAABJRU5ErkJggg==) 1x,
        url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAJAAAACQBAMAAAAVaP+LAAAAGFBMVEUAAABTU1NNTU1TU1NPT09SUlJSUlJTU1O8B7DEAAAAB3RSTlMAoArVKvVgBuEdKgAAAJ1JREFUeF7t1TEOwyAMQNG0Q6/UE+RMXD9d/tC6womIFSL9P+MnAYOXeTIzMzMzMzMzaz8J9Ri6HoITmuHXhISE8nEh9yxDh55aCEUoTGbbQwjqHwIkRAEiIaG0+0AA9VBMaE89Rogeoww936MQrWdBr4GN/z0IAdQ6nQ/FIpRXDwHcA+JIJcQowQAlFUA0MfQpXLlVQfkzR4igS6ENjknm/wiaGhsAAAAASUVORK5CYII=) 2x);
    position: relative;
  }
  
  .icon-disabled {
    content: -webkit-image-set(
        url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAHAAAABICAMAAAAZF4G5AAAABlBMVEVMaXFTU1OXUj8tAAAAAXRSTlMAQObYZgAAASZJREFUeAHd11Fq7jAMRGGf/W/6PoWB67YMqv5DybwG/CFjRuR8JBw3+ByiRjgV9W/TJ31P0tBfC6+cj1haUFXKHmVJo5wP98WwQ0ZCbfUc6LQ6VuUBz31ikADkLMkDrfUC4rR6QGW+gF6rx7NaHWCj1Y/W6lf4L7utvgBSt3rBFSS/XBMPUILcJINHCBWYUfpWn4NBi1ZfudIc3rf6/NGEvEA+AsYTJozmXemjXeLZAov+mnkN2HfzXpMSVQDnGw++57qNJ4D1xitA2sJ+VAWMygSEaYf2mYPTjZfk2K8wmP7HLIH5Mg4/pP+PEcDzUvDMvYbs/2NWwPO5vBdMZE4EE5UTQLiBFDaUlTDPBRoJ9HdAYIkIo06og3BNXtCzy7zA1aXk5x+tJARq63eAygAAAABJRU5ErkJggg==) 1x,
        url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAOAAAACQAQMAAAArwfVjAAAABlBMVEVMaXFTU1OXUj8tAAAAAXRSTlMAQObYZgAAAYdJREFUeF7F1EFqwzAUBNARAmVj0FZe5QoBH6BX+dn4GlY2PYNzGx/A0CvkCIJuvIraKJKbgBvzf2g62weDGD7CYggpfFReis4J0ey9EGFIiEQQojFSlA9kSIiqd0KkFjKsewgRbStEN19mxUPTtmW9HQ/h6tyqNQ8NlSMZdzyE6qkoE0trVYGFm0n1WYeBhduzwbwBC7voS+vIxfeMjeaiLxsMMtQNwMPtuew+DjzcTHk8YMfDknEcIUOtf2lVfgVH3K4Xv5PRYAXRVMtItIJ3rfaCIVn9DsTH2NxisAVRex2Hh3hX+/mRUR08bAwPEYsI51ZxWH4Q0SpicQRXeyEaIug48FEdegARfMz/tADVsRciwTAxW308ehmC2gLraC+YCbV3QoTZexa+zegAEW5PhhgYfmbvJgcRqngGByOSXdFJcLk2JeDPEN0kxe1JhIt5FiFA+w+ItMELsUyPF2IaJ4aILqb4FbxPwhImwj6JauKgDUCYaxmYIsd4KXdMjIC9ItB5Bn4BNRwsG0XM2nwAAAAASUVORK5CYII=) 2x);
    width: 112px;
  }
  
  .error-code {
    display: block;
    font-size: .8em;
  }
  
  #content-top {
    margin: 20px;
  }
  
  #help-box-inner {
    background-color: #f9f9f9;
    border-top: 1px solid #EEE;
    color: #444;
    padding: 20px;
    text-align: start;
  }
  
  .hidden {
    display: none;
  }
  
  #suggestion {
    margin-top: 15px;
  }
  
  #suggestions-list p {
    -webkit-margin-after: 0;
  }
  
  #suggestions-list ul {
    margin-top: 0;
  }
  
  .single-suggestion {
    list-style-type: none;
    padding-left: 0;
  }
  
  #short-suggestion {
    margin-top: 5px;
  }
  
  #sub-frame-error-details {
  
    color: #8F8F8F;
  
    /* Not done on mobile for performance reasons. */
    text-shadow: 0 1px 0 rgba(255,255,255,0.3);
  
  }
  
  [jscontent=hostName],
  [jscontent=failedUrl] {
    overflow-wrap: break-word;
  }
  
  #search-container {
    /* Prevents a space between controls. */
    display: flex;
    margin-top: 20px;
  }
  
  #search-box {
    border: 1px solid #cdcdcd;
    flex-grow: 1;
    font-size: 1em;
    height: 26px;
    margin-right: 0;
    padding: 1px 9px;
  }
  
  #search-box:focus {
    border: 1px solid rgb(93, 154, 255);
    outline: none;
  }
  
  #search-button {
    border: none;
    border-bottom-left-radius: 0;
    border-top-left-radius: 0;
    box-shadow: none;
    display: flex;
    height: 30px;
    margin: 0;
    padding: 0;
    width: 60px;
  }
  
  #search-image {
    content:
        -webkit-image-set(
            url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAA4AAAAPCAQAAAB+HTb/AAAArElEQVR4Xn3NsUoCUBzG0XvB3U0chR4geo5qihpt6gkCx0bXFsMERWj2KWqIanAvmlUUoQapwU6g4l8H5bd9Z/iSPS0hu/RqZqrncBuzLl7U3Rn4cSpQFTeroejJl1Lgs7f4ceDPdeBMXYp86gaONYJkY83AnqHiGk9wHnjk16PKgo5N9BUCkzPf5j6M0PfuVg5MymoetFwoaKAlB26WdXAvJ7u5mezitqtkT//7Sv/u96CaLQAAAABJRU5ErkJggg==) 1x,
            url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABwAAAAeCAQAAACVzLYUAAABYElEQVR4Xr3VMUuVURzH8XO98jgkGikENkRD0KRGDUVDQy0h2SiC4IuIiktL4AvQt1CDBJUJwo1KXXS6cWdHw7tcjWwoC5Hrx+UZgnNO5CXiO/75jD/+QZf9MzjskVU7DrU1zRv9G9ir5hsA4Nii83+GA9ZI1nI1D6tWAE1TRlQMuuuFDthzMQefgo4nKr+f3dIGDdUUHPYD1ISoMQdgJgUfgqaKEOcxWE/BVTArJBvwC0cGY7gNLgiZNsD1GP4EPVn4EtyLYRuczcJ34HYMP4E7GdajDS7FcB48z8AJ8FmI4TjouBkzZ2yBuRQMlsButIZ+dfDVUBqOaIHvavpLVHXfFmAqv45r9gEHNr3y3hcAfLSgSMPgiiZR+6Z9AMuKNAwqpjUcA2h55pxgAfBWkYRlQ254YMJloaxPHbCkiGCymL5RlLA7GnRDXyuC7uhicLoKdRyaDE5Pl00K//93nABqPgBDK8sfWgAAAABJRU5ErkJggg==) 2x);
    margin: auto;
  }
  
  .secondary-button {
    -webkit-margin-end: 16px;
    background: #d9d9d9;
    color: #696969;
  }
  
  .snackbar {
    background: #323232;
    border-radius: 2px;
    bottom: 24px;
    box-sizing: border-box;
    color: #fff;
    font-size: .87em;
    left: 24px;
    max-width: 568px;
    min-width: 288px;
    opacity: 0;
    padding: 16px 24px 12px;
    position: fixed;
    transform: translateY(90px);
    will-change: opacity, transform;
    z-index: 999;
  }
  
  .snackbar-show {
    -webkit-animation:
      show-snackbar .25s cubic-bezier(0.0, 0.0, 0.2, 1) forwards,
      hide-snackbar .25s cubic-bezier(0.4, 0.0, 1, 1) forwards 5s;
  }
  
  @-webkit-keyframes show-snackbar {
    100% {
      opacity: 1;
      transform: translateY(0);
    }
  }
  
  @-webkit-keyframes hide-snackbar {
    0% {
      opacity: 1;
      transform: translateY(0);
    }
    100% {
      opacity: 0;
      transform: translateY(90px);
    }
  }
  
  .suggestions {
    margin-top: 18px;
  }
  
  .suggestion-header {
    font-weight: bold;
    margin-bottom: 4px;
  }
  
  .suggestion-body {
    color: #777;
  }
  
  /* Increase line height at higher resolutions. */
  @media (min-width: 641px) and (min-height: 641px) {
    #help-box-inner {
      line-height: 18px;
    }
  }
  
  /* Decrease padding at low sizes. */
  @media (max-width: 640px), (max-height: 640px) {
    h1 {
      margin: 0 0 15px;
    }
    #content-top {
      margin: 15px;
    }
    #help-box-inner {
      padding: 20px;
    }
    .suggestions {
      margin-top: 10px;
    }
    .suggestion-header {
      margin-bottom: 0;
    }
  }
  
  /* Don't allow overflow when in a subframe. */
  html[subframe] body {
    overflow: hidden;
  }
  
  #sub-frame-error {
    -webkit-align-items: center;
    background-color: #DDD;
    display: -webkit-flex;
    -webkit-flex-flow: column;
    height: 100%;
    -webkit-justify-content: center;
    left: 0;
    position: absolute;
    text-align: center;
    top: 0;
    transition: background-color .2s ease-in-out;
    width: 100%;
  }
  
  #sub-frame-error:hover {
    background-color: #EEE;
  }
  
  #sub-frame-error .icon-generic {
    margin: 0 0 16px;
  }
  
  #sub-frame-error-details {
    margin: 0 10px;
    text-align: center;
    visibility: hidden;
  }
  
  /* Show details only when hovering. */
  #sub-frame-error:hover #sub-frame-error-details {
    visibility: visible;
  }
  
  /* If the iframe is too small, always hide the error code. */
  /* TODO(mmenke): See if overflow: no-display works better, once supported. */
  @media (max-width: 200px), (max-height: 95px) {
    #sub-frame-error-details {
      display: none;
    }
  }
  
  /* Adjust icon for small embedded frames in apps. */
  @media (max-height: 100px) {
    #sub-frame-error .icon-generic {
      height: auto;
      margin: 0;
      padding-top: 0;
      width: 25px;
    }
  }
  
  /* details-button is special; it's a <button> element that looks like a link. */
  #details-button {
    box-shadow: none;
    min-width: 0;
  }
  
  /* Styles for platform dependent separation of controls and details button. */
  .suggested-left > #control-buttons,
  .suggested-left #stale-load-button,
  .suggested-right > #details-button {
    float: left;
  }
  
  .suggested-right > #control-buttons,
  .suggested-right #stale-load-button,
  .suggested-left > #details-button {
    float: right;
  }
  
  .suggested-left .secondary-button {
    -webkit-margin-end: 0px;
    -webkit-margin-start: 16px;
  }
  
  #details-button.singular {
    float: none;
  }
  
  /* download-button shows both icon and text. */
  #download-button {
    box-shadow: none;
    position: relative;
  }
  
  #download-button:before {
    -webkit-margin-end: 4px;
    background: -webkit-image-set(
        url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAQAAABKfvVzAAAAO0lEQVQ4y2NgGArgPxIY1YChsOE/LtBAmpYG0mxpIOSDBpKUo2lpIDZxNJCkHKqlYZAla3RAHQ1DFgAARRroHyLNTwwAAAAASUVORK5CYII=) 1x,
        url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAADAAAAAwCAQAAAD9CzEMAAAAZElEQVRYw+3Ruw3AMAwDUY3OzZUmRRD4E9iim9wNwAdbEURHyk4AAAAATiCVK8lLyPsKeT9K3lsownnunfkPxO78hKiYHxBV8x2icr5BVM+/CMf8g3DN34Rzns6ViwHUAUQ/6wIAd5Km7l6c8AAAAABJRU5ErkJggg==) 2x)
      no-repeat;
    content: '';
    display: inline-block;
    width: 24px;
    height: 24px;
    vertical-align: middle;
  }
  
  #download-button:disabled {
    background: rgb(180, 206, 249);
    color: rgb(255, 255, 255);
  }
  
  #buttons::after {
    clear: both;
    content: '';
    display: block;
    width: 100%;
  }
  
  /* Offline page */
  .offline {
    transition: -webkit-filter 1.5s cubic-bezier(0.65, 0.05, 0.36, 1),
                background-color 1.5s cubic-bezier(0.65, 0.05, 0.36, 1);
    will-change: -webkit-filter, background-color;
  }
  
  .offline #main-message > p {
    display: none;
  }
  
  .offline.inverted {
    -webkit-filter: invert(100%);
    background-color: #000;
  }
  
  .offline .interstitial-wrapper {
    color: #2b2b2b;
    font-size: 1em;
    line-height: 1.55;
    margin: 0 auto;
    max-width: 600px;
    padding-top: 100px;
    width: 100%;
  }
  
  .offline .runner-container {
    direction: ltr;
    height: 150px;
    max-width: 600px;
    overflow: hidden;
    position: absolute;
    top: 35px;
    width: 44px;
  }
  
  .offline .runner-canvas {
    height: 150px;
    max-width: 600px;
    opacity: 1;
    overflow: hidden;
    position: absolute;
    top: 0;
    z-index: 2;
  }
  
  .offline .controller {
    background: rgba(247,247,247, .1);
    height: 100vh;
    left: 0;
    position: absolute;
    top: 0;
    width: 100vw;
    z-index: 1;
  }
  
  #offline-resources {
    display: none;
  }
  
  @media (max-width: 420px) {
    .suggested-left > #control-buttons,
    .suggested-right > #control-buttons {
      float: none;
    }
  
    .snackbar {
      left: 0;
      bottom: 0;
      width: 100%;
      border-radius: 0;
    }
  }
  
  @media (max-height: 350px) {
    h1 {
      margin: 0 0 15px;
    }
  
    .icon-offline {
      margin: 0 0 10px;
    }
  
    .interstitial-wrapper {
      margin-top: 5%;
    }
  
    .nav-wrapper {
      margin-top: 30px;
    }
  }
  
  @media (min-width: 420px) and (max-width: 736px) and
         (min-height: 240px) and (max-height: 420px) and
         (orientation:landscape) {
    .interstitial-wrapper {
      margin-bottom: 100px;
    }
  }
  
  @media (min-height: 240px) and (orientation: landscape) {
    .offline .interstitial-wrapper {
      margin-bottom: 90px;
    }
  
    .icon-offline {
      margin-bottom: 20px;
    }
  }
  
  @media (max-height: 320px) and (orientation: landscape) {
    .icon-offline {
      margin-bottom: 0;
    }
  
    .offline .runner-container {
      top: 10px;
    }
  }
  
  @media (max-width: 240px) {
    button {
      padding-left: 12px;
      padding-right: 12px;
    }
  
    .interstitial-wrapper {
      overflow: inherit;
      padding: 0 8px;
    }
  }
  
  @media (max-width: 120px) {
    button {
      width: auto;
    }
  }
  
  .arcade-mode,
  .arcade-mode .runner-container,
  .arcade-mode .runner-canvas {
    image-rendering: pixelated;
    max-width: 100%;
    overflow: hidden;
  }
  
  .arcade-mode #buttons,
  .arcade-mode #main-content {
    opacity: 0;
    overflow: hidden;
  }
  
  .arcade-mode .interstitial-wrapper {
    height: 100vh;
    max-width: 100%;
    overflow: hidden;
  }
  
  .arcade-mode .runner-container {
    left: 0;
    margin: auto;
    right: 0;
    transform-origin: top center;
    transition: transform 250ms cubic-bezier(0.4, 0.0, 1, 1) .4s;
    z-index: 2;
  }
  </style>
    <script>// Copyright 2017 The Chromium Authors. All rights reserved.
  // Use of this source code is governed by a BSD-style license that can be
  // found in the LICENSE file.
  
  // This is the shared code for security interstitials. It is used for both SSL
  // interstitials and Safe Browsing interstitials.
  
  // Should match security_interstitials::SecurityInterstitialCommands
  /** @enum| {string} */
  var SecurityInterstitialCommandId = {
    CMD_DONT_PROCEED: 0,
    CMD_PROCEED: 1,
    // Ways for user to get more information
    CMD_SHOW_MORE_SECTION: 2,
    CMD_OPEN_HELP_CENTER: 3,
    CMD_OPEN_DIAGNOSTIC: 4,
    // Primary button actions
    CMD_RELOAD: 5,
    CMD_OPEN_DATE_SETTINGS: 6,
    CMD_OPEN_LOGIN: 7,
    // Safe Browsing Extended Reporting
    CMD_DO_REPORT: 8,
    CMD_DONT_REPORT: 9,
    CMD_OPEN_REPORTING_PRIVACY: 10,
    CMD_OPEN_WHITEPAPER: 11,
    // Report a phishing error.
    CMD_REPORT_PHISHING_ERROR: 12
  };
  
  var HIDDEN_CLASS = 'hidden';
  
  /**
   * A convenience method for sending commands to the parent page.
   * @param {string} cmd  The command to send.
   */
  function sendCommand(cmd) {
  // 
    window.domAutomationController.send(cmd);
  // 
  // 
  }
  
  /**
   * Call this to stop clicks on <a href="#"> links from scrolling to the top of
   * the page (and possibly showing a # in the link).
   */
  function preventDefaultOnPoundLinkClicks() {
    document.addEventListener('click', function(e) {
      var anchor = findAncestor(/** @type {Node} */ (e.target), function(el) {
        return el.tagName == 'A';
      });
      // Use getAttribute() to prevent URL normalization.
      if (anchor && anchor.getAttribute('href') == '#')
        e.preventDefault();
    });
  }
  </script>
    <script>// Copyright 2015 The Chromium Authors. All rights reserved.
  // Use of this source code is governed by a BSD-style license that can be
  // found in the LICENSE file.
  
  var mobileNav = false;
  
  /**
   * For small screen mobile the navigation buttons are moved
   * below the advanced text.
   */
  function onResize() {
    var helpOuterBox = document.querySelector('#details');
    var mainContent = document.querySelector('#main-content');
    var mediaQuery = '(min-width: 240px) and (max-width: 420px) and ' +
        '(min-height: 401px), ' +
        '(max-height: 560px) and (min-height: 240px) and ' +
        '(min-width: 421px)';
  
    var detailsHidden = helpOuterBox.classList.contains(HIDDEN_CLASS);
    var runnerContainer = document.querySelector('.runner-container');
  
    // Check for change in nav status.
    if (mobileNav != window.matchMedia(mediaQuery).matches) {
      mobileNav = !mobileNav;
  
      // Handle showing the top content / details sections according to state.
      if (mobileNav) {
        mainContent.classList.toggle(HIDDEN_CLASS, !detailsHidden);
        helpOuterBox.classList.toggle(HIDDEN_CLASS, detailsHidden);
        if (runnerContainer) {
          runnerContainer.classList.toggle(HIDDEN_CLASS, !detailsHidden);
        }
      } else if (!detailsHidden) {
        // Non mobile nav with visible details.
        mainContent.classList.remove(HIDDEN_CLASS);
        helpOuterBox.classList.remove(HIDDEN_CLASS);
        if (runnerContainer) {
          runnerContainer.classList.remove(HIDDEN_CLASS);
        }
      }
    }
  }
  
  function setupMobileNav() {
    window.addEventListener('resize', onResize);
    onResize();
  }
  
  document.addEventListener('DOMContentLoaded', setupMobileNav);
  </script>
    <script>// Copyright 2013 The Chromium Authors. All rights reserved.
  // Use of this source code is governed by a BSD-style license that can be
  // found in the LICENSE file.
  
  function toggleHelpBox() {
    var helpBoxOuter = document.getElementById('details');
    helpBoxOuter.classList.toggle(HIDDEN_CLASS);
    var detailsButton = document.getElementById('details-button');
    if (helpBoxOuter.classList.contains(HIDDEN_CLASS))
      detailsButton.innerText = detailsButton.detailsText;
    else
      detailsButton.innerText = detailsButton.hideDetailsText;
  
    // Details appears over the main content on small screens.
    if (mobileNav) {
      document.getElementById('main-content').classList.toggle(HIDDEN_CLASS);
      var runnerContainer = document.querySelector('.runner-container');
      if (runnerContainer) {
        runnerContainer.classList.toggle(HIDDEN_CLASS);
      }
    }
  }
  
  function diagnoseErrors() {
  // 
      if (window.errorPageController)
        errorPageController.diagnoseErrorsButtonClick();
  // 
  // 
  }
  
  // Subframes use a different layout but the same html file.  This is to make it
  // easier to support platforms that load the error page via different
  // mechanisms (Currently just iOS).
  if (window.top.location != window.location)
    document.documentElement.setAttribute('subframe', '');
  
  // Re-renders the error page using |strings| as the dictionary of values.
  // Used by NetErrorTabHelper to update DNS error pages with probe results.
  function updateForDnsProbe(strings) {
    var context = new JsEvalContext(strings);
    jstProcess(context, document.getElementById('t'));
  }
  
  // Given the classList property of an element, adds an icon class to the list
  // and removes the previously-
  function updateIconClass(classList, newClass) {
    var oldClass;
  
    if (classList.hasOwnProperty('last_icon_class')) {
      oldClass = classList['last_icon_class'];
      if (oldClass == newClass)
        return;
    }
  
    classList.add(newClass);
    if (oldClass !== undefined)
      classList.remove(oldClass);
  
    classList['last_icon_class'] = newClass;
  
    if (newClass == 'icon-offline') {
      document.body.classList.add('offline');
      new Runner('.interstitial-wrapper');
    } else {
      document.body.classList.add('neterror');
    }
  }
  
  // Does a search using |baseSearchUrl| and the text in the search box.
  function search(baseSearchUrl) {
    var searchTextNode = document.getElementById('search-box');
    document.location = baseSearchUrl + searchTextNode.value;
    return false;
  }
  
  // Use to track clicks on elements generated by the navigation correction
  // service.  If |trackingId| is negative, the element does not come from the
  // correction service.
  function trackClick(trackingId) {
    // This can't be done with XHRs because XHRs are cancelled on navigation
    // start, and because these are cross-site requests.
    if (trackingId >= 0 && errorPageController)
      errorPageController.trackClick(trackingId);
  }
  
  // Called when an <a> tag generated by the navigation correction service is
  // clicked.  Separate function from trackClick so the resources don't have to
  // be updated if new data is added to jstdata.
  function linkClicked(jstdata) {
    trackClick(jstdata.trackingId);
  }
  
  // Implements button clicks.  This function is needed during the transition
  // between implementing these in trunk chromium and implementing them in
  // iOS.
  function reloadButtonClick(url) {
    if (window.errorPageController) {
      errorPageController.reloadButtonClick();
    } else {
      location = url;
    }
  }
  
  function showSavedCopyButtonClick() {
    if (window.errorPageController) {
      errorPageController.showSavedCopyButtonClick();
    }
  }
  
  function downloadButtonClick() {
    if (window.errorPageController) {
      errorPageController.downloadButtonClick();
      var downloadButton = document.getElementById('download-button');
      downloadButton.disabled = true;
      downloadButton.textContent = downloadButton.disabledText;
    }
  }
  
  function detailsButtonClick() {
    if (window.errorPageController)
      errorPageController.detailsButtonClick();
  }
  
  /**
   * Replace the reload button with the Google cached copy suggestion.
   */
  function setUpCachedButton(buttonStrings) {
    var reloadButton = document.getElementById('reload-button');
  
    reloadButton.textContent = buttonStrings.msg;
    var url = buttonStrings.cacheUrl;
    var trackingId = buttonStrings.trackingId;
    reloadButton.onclick = function(e) {
      e.preventDefault();
      trackClick(trackingId);
      if (window.errorPageController) {
        errorPageController.trackCachedCopyButtonClick();
      }
      location = url;
    };
    reloadButton.style.display = '';
    document.getElementById('control-buttons').hidden = false;
  }
  
  var primaryControlOnLeft = true;
  // 
  primaryControlOnLeft = false;
  // 
  
  function onDocumentLoad() {
    var controlButtonDiv = document.getElementById('control-buttons');
    var reloadButton = document.getElementById('reload-button');
    var detailsButton = document.getElementById('details-button');
    var showSavedCopyButton = document.getElementById('show-saved-copy-button');
    var downloadButton = document.getElementById('download-button');
  
    var reloadButtonVisible = loadTimeData.valueExists('reloadButton') &&
        loadTimeData.getValue('reloadButton').msg;
    var showSavedCopyButtonVisible =
        loadTimeData.valueExists('showSavedCopyButton') &&
        loadTimeData.getValue('showSavedCopyButton').msg;
    var downloadButtonVisible =
        loadTimeData.valueExists('downloadButton') &&
        loadTimeData.getValue('downloadButton').msg;
  
    var primaryButton, secondaryButton;
    if (showSavedCopyButton.primary) {
      primaryButton = showSavedCopyButton;
      secondaryButton = reloadButton;
    } else {
      primaryButton = reloadButton;
      secondaryButton = showSavedCopyButton;
    }
  
    // Sets up the proper button layout for the current platform.
    if (primaryControlOnLeft) {
      buttons.classList.add('suggested-left');
      controlButtonDiv.insertBefore(secondaryButton, primaryButton);
    } else {
      buttons.classList.add('suggested-right');
      controlButtonDiv.insertBefore(primaryButton, secondaryButton);
    }
  
    // Check for Google cached copy suggestion.
    if (loadTimeData.valueExists('cacheButton')) {
      setUpCachedButton(loadTimeData.getValue('cacheButton'));
    }
  
    if (reloadButton.style.display == 'none' &&
        showSavedCopyButton.style.display == 'none' &&
        downloadButton.style.display == 'none') {
      detailsButton.classList.add('singular');
    }
  
    // Show control buttons.
    if (reloadButtonVisible || showSavedCopyButtonVisible ||
        downloadButtonVisible) {
      controlButtonDiv.hidden = false;
  
      // Set the secondary button state in the cases of two call to actions.
      if ((reloadButtonVisible || downloadButtonVisible) &&
          showSavedCopyButtonVisible) {
        secondaryButton.classList.add('secondary-button');
      }
    }
  }
  
  document.addEventListener('DOMContentLoaded', onDocumentLoad);
  </script>
    <script>// Copyright (c) 2014 The Chromium Authors. All rights reserved.
  // Use of this source code is governed by a BSD-style license that can be
  // found in the LICENSE file.
  (function() {
  'use strict';
  /**
   * T-Rex runner.
   * @param {string} outerContainerId Outer containing element id.
   * @param {Object} opt_config
   * @constructor
   * @export
   */
  function Runner(outerContainerId, opt_config) {
    // Singleton
    if (Runner.instance_) {
      return Runner.instance_;
    }
    Runner.instance_ = this;
  
    this.outerContainerEl = document.querySelector(outerContainerId);
    this.containerEl = null;
    this.snackbarEl = null;
  
    this.config = opt_config || Runner.config;
    // Logical dimensions of the container.
    this.dimensions = Runner.defaultDimensions;
  
    this.canvas = null;
    this.canvasCtx = null;
  
    this.tRex = null;
  
    this.distanceMeter = null;
    this.distanceRan = 0;
  
    this.highestScore = 0;
  
    this.time = 0;
    this.runningTime = 0;
    this.msPerFrame = 1000 / FPS;
    this.currentSpeed = this.config.SPEED;
  
    this.obstacles = [];
  
    this.activated = false; // Whether the easter egg has been activated.
    this.playing = false; // Whether the game is currently in play state.
    this.crashed = false;
    this.paused = false;
    this.inverted = false;
    this.invertTimer = 0;
    this.resizeTimerId_ = null;
  
    this.playCount = 0;
  
    // Sound FX.
    this.audioBuffer = null;
    this.soundFx = {};
  
    // Global web audio context for playing sounds.
    this.audioContext = null;
  
    // Images.
    this.images = {};
    this.imagesLoaded = 0;
  
    if (this.isDisabled()) {
      this.setupDisabledRunner();
    } else {
      this.loadImages();
    }
  }
  window['Runner'] = Runner;
  
  
  /**
   * Default game width.
   * @const
   */
  var DEFAULT_WIDTH = 600;
  
  /**
   * Frames per second.
   * @const
   */
  var FPS = 60;
  
  /** @const */
  var IS_HIDPI = window.devicePixelRatio > 1;
  
  /** @const */
  var IS_IOS = /iPad|iPhone|iPod/.test(window.navigator.platform);
  
  /** @const */
  var IS_MOBILE = /Android/.test(window.navigator.userAgent) || IS_IOS;
  
  /** @const */
  var IS_TOUCH_ENABLED = 'ontouchstart' in window;
  
  /** @const */
  var ARCADE_MODE_URL = 'chrome://dino/';
  
  /**
   * Default game configuration.
   * @enum {number}
   */
  Runner.config = {
    ACCELERATION: 0.001,
    BG_CLOUD_SPEED: 0.2,
    BOTTOM_PAD: 10,
    CLEAR_TIME: 3000,
    CLOUD_FREQUENCY: 0.5,
    GAMEOVER_CLEAR_TIME: 750,
    GAP_COEFFICIENT: 0.6,
    GRAVITY: 0.6,
    INITIAL_JUMP_VELOCITY: 12,
    INVERT_FADE_DURATION: 12000,
    INVERT_DISTANCE: 700,
    MAX_BLINK_COUNT: 3,
    MAX_CLOUDS: 6,
    MAX_OBSTACLE_LENGTH: 3,
    MAX_OBSTACLE_DUPLICATION: 2,
    MAX_SPEED: 13,
    MIN_JUMP_HEIGHT: 35,
    MOBILE_SPEED_COEFFICIENT: 1.2,
    RESOURCE_TEMPLATE_ID: 'audio-resources',
    SPEED: 6,
    SPEED_DROP_COEFFICIENT: 3,
    ARCADE_MODE_INITIAL_TOP_POSITION: 35,
    ARCADE_MODE_TOP_POSITION_PERCENT: 0.1
  };
  
  
  /**
   * Default dimensions.
   * @enum {string}
   */
  Runner.defaultDimensions = {
    WIDTH: DEFAULT_WIDTH,
    HEIGHT: 150
  };
  
  
  /**
   * CSS class names.
   * @enum {string}
   */
  Runner.classes = {
    ARCADE_MODE: 'arcade-mode',
    CANVAS: 'runner-canvas',
    CONTAINER: 'runner-container',
    CRASHED: 'crashed',
    ICON: 'icon-offline',
    INVERTED: 'inverted',
    SNACKBAR: 'snackbar',
    SNACKBAR_SHOW: 'snackbar-show',
    TOUCH_CONTROLLER: 'controller'
  };
  
  
  /**
   * Sprite definition layout of the spritesheet.
   * @enum {Object}
   */
  Runner.spriteDefinition = {
    LDPI: {
      CACTUS_LARGE: {x: 332, y: 2},
      CACTUS_SMALL: {x: 228, y: 2},
      CLOUD: {x: 86, y: 2},
      HORIZON: {x: 2, y: 54},
      MOON: {x: 484, y: 2},
      PTERODACTYL: {x: 134, y: 2},
      RESTART: {x: 2, y: 2},
      TEXT_SPRITE: {x: 655, y: 2},
      TREX: {x: 848, y: 2},
      STAR: {x: 645, y: 2}
    },
    HDPI: {
      CACTUS_LARGE: {x: 652, y: 2},
      CACTUS_SMALL: {x: 446, y: 2},
      CLOUD: {x: 166, y: 2},
      HORIZON: {x: 2, y: 104},
      MOON: {x: 954, y: 2},
      PTERODACTYL: {x: 260, y: 2},
      RESTART: {x: 2, y: 2},
      TEXT_SPRITE: {x: 1294, y: 2},
      TREX: {x: 1678, y: 2},
      STAR: {x: 1276, y: 2}
    }
  };
  
  
  /**
   * Sound FX. Reference to the ID of the audio tag on interstitial page.
   * @enum {string}
   */
  Runner.sounds = {
    BUTTON_PRESS: 'offline-sound-press',
    HIT: 'offline-sound-hit',
    SCORE: 'offline-sound-reached'
  };
  
  
  /**
   * Key code mapping.
   * @enum {Object}
   */
  Runner.keycodes = {
    JUMP: {'38': 1, '32': 1},  // Up, spacebar
    DUCK: {'40': 1},  // Down
    RESTART: {'13': 1}  // Enter
  };
  
  
  /**
   * Runner event names.
   * @enum {string}
   */
  Runner.events = {
    ANIM_END: 'webkitAnimationEnd',
    CLICK: 'click',
    KEYDOWN: 'keydown',
    KEYUP: 'keyup',
    MOUSEDOWN: 'mousedown',
    MOUSEUP: 'mouseup',
    RESIZE: 'resize',
    TOUCHEND: 'touchend',
    TOUCHSTART: 'touchstart',
    VISIBILITY: 'visibilitychange',
    BLUR: 'blur',
    FOCUS: 'focus',
    LOAD: 'load'
  };
  
  Runner.prototype = {
    /**
     * Whether the easter egg has been disabled. CrOS enterprise enrolled devices.
     * @return {boolean}
     */
    isDisabled: function() {
      return loadTimeData && loadTimeData.valueExists('disabledEasterEgg');
    },
  
    /**
     * For disabled instances, set up a snackbar with the disabled message.
     */
    setupDisabledRunner: function() {
      this.containerEl = document.createElement('div');
      this.containerEl.className = Runner.classes.SNACKBAR;
      this.containerEl.textContent = loadTimeData.getValue('disabledEasterEgg');
      this.outerContainerEl.appendChild(this.containerEl);
  
      // Show notification when the activation key is pressed.
      document.addEventListener(Runner.events.KEYDOWN, function(e) {
        if (Runner.keycodes.JUMP[e.keyCode]) {
          this.containerEl.classList.add(Runner.classes.SNACKBAR_SHOW);
          document.querySelector('.icon').classList.add('icon-disabled');
        }
      }.bind(this));
    },
  
    /**
     * Setting individual settings for debugging.
     * @param {string} setting
     * @param {*} value
     */
    updateConfigSetting: function(setting, value) {
      if (setting in this.config && value != undefined) {
        this.config[setting] = value;
  
        switch (setting) {
          case 'GRAVITY':
          case 'MIN_JUMP_HEIGHT':
          case 'SPEED_DROP_COEFFICIENT':
            this.tRex.config[setting] = value;
            break;
          case 'INITIAL_JUMP_VELOCITY':
            this.tRex.setJumpVelocity(value);
            break;
          case 'SPEED':
            this.setSpeed(value);
            break;
        }
      }
    },
  
    /**
     * Cache the appropriate image sprite from the page and get the sprite sheet
     * definition.
     */
    loadImages: function() {
      if (IS_HIDPI) {
        Runner.imageSprite = document.getElementById('offline-resources-2x');
        this.spriteDef = Runner.spriteDefinition.HDPI;
      } else {
        Runner.imageSprite = document.getElementById('offline-resources-1x');
        this.spriteDef = Runner.spriteDefinition.LDPI;
      }
  
      if (Runner.imageSprite.complete) {
        this.init();
      } else {
        // If the images are not yet loaded, add a listener.
        Runner.imageSprite.addEventListener(Runner.events.LOAD,
            this.init.bind(this));
      }
    },
  
    /**
     * Load and decode base 64 encoded sounds.
     */
    loadSounds: function() {
      if (!IS_IOS) {
        this.audioContext = new AudioContext();
  
        var resourceTemplate =
            document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content;
  
        for (var sound in Runner.sounds) {
          var soundSrc =
              resourceTemplate.getElementById(Runner.sounds[sound]).src;
          soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1);
          var buffer = decodeBase64ToArrayBuffer(soundSrc);
  
          // Async, so no guarantee of order in array.
          this.audioContext.decodeAudioData(buffer, function(index, audioData) {
              this.soundFx[index] = audioData;
            }.bind(this, sound));
        }
      }
    },
  
    /**
     * Sets the game speed. Adjust the speed accordingly if on a smaller screen.
     * @param {number} opt_speed
     */
    setSpeed: function(opt_speed) {
      var speed = opt_speed || this.currentSpeed;
  
      // Reduce the speed on smaller mobile screens.
      if (this.dimensions.WIDTH < DEFAULT_WIDTH) {
        var mobileSpeed = speed * this.dimensions.WIDTH / DEFAULT_WIDTH *
            this.config.MOBILE_SPEED_COEFFICIENT;
        this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed;
      } else if (opt_speed) {
        this.currentSpeed = opt_speed;
      }
    },
  
    /**
     * Game initialiser.
     */
    init: function() {
      // Hide the static icon.
      document.querySelector('.' + Runner.classes.ICON).style.visibility =
          'hidden';
  
      this.adjustDimensions();
      this.setSpeed();
  
      this.containerEl = document.createElement('div');
      this.containerEl.className = Runner.classes.CONTAINER;
  
      // Player canvas container.
      this.canvas = createCanvas(this.containerEl, this.dimensions.WIDTH,
          this.dimensions.HEIGHT, Runner.classes.PLAYER);
  
      this.canvasCtx = this.canvas.getContext('2d');
      this.canvasCtx.fillStyle = '#f7f7f7';
      this.canvasCtx.fill();
      Runner.updateCanvasScaling(this.canvas);
  
      // Horizon contains clouds, obstacles and the ground.
      this.horizon = new Horizon(this.canvas, this.spriteDef, this.dimensions,
          this.config.GAP_COEFFICIENT);
  
      // Distance meter
      this.distanceMeter = new DistanceMeter(this.canvas,
            this.spriteDef.TEXT_SPRITE, this.dimensions.WIDTH);
  
      // Draw t-rex
      this.tRex = new Trex(this.canvas, this.spriteDef.TREX);
  
      this.outerContainerEl.appendChild(this.containerEl);
  
      if (IS_MOBILE) {
        this.createTouchController();
      }
  
      this.startListening();
      this.update();
  
      window.addEventListener(Runner.events.RESIZE,
          this.debounceResize.bind(this));
    },
  
    /**
     * Create the touch controller. A div that covers whole screen.
     */
    createTouchController: function() {
      this.touchController = document.createElement('div');
      this.touchController.className = Runner.classes.TOUCH_CONTROLLER;
    },
  
    /**
     * Debounce the resize event.
     */
    debounceResize: function() {
      if (!this.resizeTimerId_) {
        this.resizeTimerId_ =
            setInterval(this.adjustDimensions.bind(this), 250);
      }
    },
  
    /**
     * Adjust game space dimensions on resize.
     */
    adjustDimensions: function() {
      clearInterval(this.resizeTimerId_);
      this.resizeTimerId_ = null;
  
      var boxStyles = window.getComputedStyle(this.outerContainerEl);
      var padding = Number(boxStyles.paddingLeft.substr(0,
          boxStyles.paddingLeft.length - 2));
  
      this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - padding * 2;
      if (this.isArcadeMode()) {
        this.dimensions.WIDTH = Math.min(DEFAULT_WIDTH, this.dimensions.WIDTH);
        if (this.activated) {
          this.setArcadeModeContainerScale();
        }
      }
  
      // Redraw the elements back onto the canvas.
      if (this.canvas) {
        this.canvas.width = this.dimensions.WIDTH;
        this.canvas.height = this.dimensions.HEIGHT;
  
        Runner.updateCanvasScaling(this.canvas);
  
        this.distanceMeter.calcXPos(this.dimensions.WIDTH);
        this.clearCanvas();
        this.horizon.update(0, 0, true);
        this.tRex.update(0);
  
        // Outer container and distance meter.
        if (this.playing || this.crashed || this.paused) {
          this.containerEl.style.width = this.dimensions.WIDTH + 'px';
          this.containerEl.style.height = this.dimensions.HEIGHT + 'px';
          this.distanceMeter.update(0, Math.ceil(this.distanceRan));
          this.stop();
        } else {
          this.tRex.draw(0, 0);
        }
  
        // Game over panel.
        if (this.crashed && this.gameOverPanel) {
          this.gameOverPanel.updateDimensions(this.dimensions.WIDTH);
          this.gameOverPanel.draw();
        }
      }
    },
  
    /**
     * Play the game intro.
     * Canvas container width expands out to the full width.
     */
    playIntro: function() {
      if (!this.activated && !this.crashed) {
        this.playingIntro = true;
        this.tRex.playingIntro = true;
  
        // CSS animation definition.
        var keyframes = '@-webkit-keyframes intro { ' +
              'from { width:' + Trex.config.WIDTH + 'px }' +
              'to { width: ' + this.dimensions.WIDTH + 'px }' +
            '}';
        document.styleSheets[0].insertRule(keyframes, 0);
  
        this.containerEl.addEventListener(Runner.events.ANIM_END,
            this.startGame.bind(this));
  
        this.containerEl.style.webkitAnimation = 'intro .4s ease-out 1 both';
        this.containerEl.style.width = this.dimensions.WIDTH + 'px';
  
        if (this.touchController) {
          this.outerContainerEl.appendChild(this.touchController);
        }
        this.playing = true;
        this.activated = true;
      } else if (this.crashed) {
        this.restart();
      }
    },
  
  
    /**
     * Update the game status to started.
     */
    startGame: function() {
      if (this.isArcadeMode()) {
        this.setArcadeMode();
      }
      this.runningTime = 0;
      this.playingIntro = false;
      this.tRex.playingIntro = false;
      this.containerEl.style.webkitAnimation = '';
      this.playCount++;
  
      // Handle tabbing off the page. Pause the current game.
      document.addEventListener(Runner.events.VISIBILITY,
            this.onVisibilityChange.bind(this));
  
      window.addEventListener(Runner.events.BLUR,
            this.onVisibilityChange.bind(this));
  
      window.addEventListener(Runner.events.FOCUS,
            this.onVisibilityChange.bind(this));
    },
  
    clearCanvas: function() {
      this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH,
          this.dimensions.HEIGHT);
    },
  
    /**
     * Update the game frame and schedules the next one.
     */
    update: function() {
      this.updatePending = false;
  
      var now = getTimeStamp();
      var deltaTime = now - (this.time || now);
      this.time = now;
  
      if (this.playing) {
        this.clearCanvas();
  
        if (this.tRex.jumping) {
          this.tRex.updateJump(deltaTime);
        }
  
        this.runningTime += deltaTime;
        var hasObstacles = this.runningTime > this.config.CLEAR_TIME;
  
        // First jump triggers the intro.
        if (this.tRex.jumpCount == 1 && !this.playingIntro) {
          this.playIntro();
        }
  
        // The horizon doesn't move until the intro is over.
        if (this.playingIntro) {
          this.horizon.update(0, this.currentSpeed, hasObstacles);
        } else {
          deltaTime = !this.activated ? 0 : deltaTime;
          this.horizon.update(deltaTime, this.currentSpeed, hasObstacles,
              this.inverted);
        }
  
        // Check for collisions.
        var collision = hasObstacles &&
            checkForCollision(this.horizon.obstacles[0], this.tRex);
  
        if (!collision) {
          this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame;
  
          if (this.currentSpeed < this.config.MAX_SPEED) {
            this.currentSpeed += this.config.ACCELERATION;
          }
        } else {
          this.gameOver();
        }
  
        var playAchievementSound = this.distanceMeter.update(deltaTime,
            Math.ceil(this.distanceRan));
  
        if (playAchievementSound) {
          this.playSound(this.soundFx.SCORE);
        }
  
        // Night mode.
        if (this.invertTimer > this.config.INVERT_FADE_DURATION) {
          this.invertTimer = 0;
          this.invertTrigger = false;
          this.invert();
        } else if (this.invertTimer) {
          this.invertTimer += deltaTime;
        } else {
          var actualDistance =
              this.distanceMeter.getActualDistance(Math.ceil(this.distanceRan));
  
          if (actualDistance > 0) {
            this.invertTrigger = !(actualDistance %
                this.config.INVERT_DISTANCE);
  
            if (this.invertTrigger && this.invertTimer === 0) {
              this.invertTimer += deltaTime;
              this.invert();
            }
          }
        }
      }
  
      if (this.playing || (!this.activated &&
          this.tRex.blinkCount < Runner.config.MAX_BLINK_COUNT)) {
        this.tRex.update(deltaTime);
        this.scheduleNextUpdate();
      }
    },
  
    /**
     * Event handler.
     */
    handleEvent: function(e) {
      return (function(evtType, events) {
        switch (evtType) {
          case events.KEYDOWN:
          case events.TOUCHSTART:
          case events.MOUSEDOWN:
            this.onKeyDown(e);
            break;
          case events.KEYUP:
          case events.TOUCHEND:
          case events.MOUSEUP:
            this.onKeyUp(e);
            break;
        }
      }.bind(this))(e.type, Runner.events);
    },
  
    /**
     * Bind relevant key / mouse / touch listeners.
     */
    startListening: function() {
      // Keys.
      document.addEventListener(Runner.events.KEYDOWN, this);
      document.addEventListener(Runner.events.KEYUP, this);
  
      if (IS_MOBILE) {
        // Mobile only touch devices.
        this.touchController.addEventListener(Runner.events.TOUCHSTART, this);
        this.touchController.addEventListener(Runner.events.TOUCHEND, this);
        this.containerEl.addEventListener(Runner.events.TOUCHSTART, this);
      } else {
        // Mouse.
        document.addEventListener(Runner.events.MOUSEDOWN, this);
        document.addEventListener(Runner.events.MOUSEUP, this);
      }
    },
  
    /**
     * Remove all listeners.
     */
    stopListening: function() {
      document.removeEventListener(Runner.events.KEYDOWN, this);
      document.removeEventListener(Runner.events.KEYUP, this);
  
      if (IS_MOBILE) {
        this.touchController.removeEventListener(Runner.events.TOUCHSTART, this);
        this.touchController.removeEventListener(Runner.events.TOUCHEND, this);
        this.containerEl.removeEventListener(Runner.events.TOUCHSTART, this);
      } else {
        document.removeEventListener(Runner.events.MOUSEDOWN, this);
        document.removeEventListener(Runner.events.MOUSEUP, this);
      }
    },
  
    /**
     * Process keydown.
     * @param {Event} e
     */
    onKeyDown: function(e) {
      // Prevent native page scrolling whilst tapping on mobile.
      if (IS_MOBILE && this.playing) {
        e.preventDefault();
      }
  
      if (!this.crashed && !this.paused) {
        if (Runner.keycodes.JUMP[e.keyCode] ||
            e.type == Runner.events.TOUCHSTART) {
          e.preventDefault();
          // Starting the game for the first time.
          if (!this.playing) {
            this.loadSounds();
            this.playing = true;
            this.update();
            if (window.errorPageController) {
              errorPageController.trackEasterEgg();
            }
          }
          // Start jump.
          if (!this.tRex.jumping && !this.tRex.ducking) {
            this.playSound(this.soundFx.BUTTON_PRESS);
            this.tRex.startJump(this.currentSpeed);
          }
        } else if (this.playing && Runner.keycodes.DUCK[e.keyCode]) {
          e.preventDefault();
          if (this.tRex.jumping) {
            // Speed drop, activated only when jump key is not pressed.
            this.tRex.setSpeedDrop();
          } else if (!this.tRex.jumping && !this.tRex.ducking) {
            // Duck.
            this.tRex.setDuck(true);
          }
        }
      } else if (this.crashed && e.type == Runner.events.TOUCHSTART &&
          e.currentTarget == this.containerEl) {
        this.restart();
      }
    },
  
  
    /**
     * Process key up.
     * @param {Event} e
     */
    onKeyUp: function(e) {
      var keyCode = String(e.keyCode);
      var isjumpKey = Runner.keycodes.JUMP[keyCode] ||
         e.type == Runner.events.TOUCHEND ||
         e.type == Runner.events.MOUSEDOWN;
  
      if (this.isRunning() && isjumpKey) {
        this.tRex.endJump();
      } else if (Runner.keycodes.DUCK[keyCode]) {
        this.tRex.speedDrop = false;
        this.tRex.setDuck(false);
      } else if (this.crashed) {
        // Check that enough time has elapsed before allowing jump key to restart.
        var deltaTime = getTimeStamp() - this.time;
  
        if (Runner.keycodes.RESTART[keyCode] || this.isLeftClickOnCanvas(e) ||
            (deltaTime >= this.config.GAMEOVER_CLEAR_TIME &&
            Runner.keycodes.JUMP[keyCode])) {
          this.restart();
        }
      } else if (this.paused && isjumpKey) {
        // Reset the jump state
        this.tRex.reset();
        this.play();
      }
    },
  
    /**
     * Returns whether the event was a left click on canvas.
     * On Windows right click is registered as a click.
     * @param {Event} e
     * @return {boolean}
     */
    isLeftClickOnCanvas: function(e) {
      return e.button != null && e.button < 2 &&
          e.type == Runner.events.MOUSEUP && e.target == this.canvas;
    },
  
    /**
     * RequestAnimationFrame wrapper.
     */
    scheduleNextUpdate: function() {
      if (!this.updatePending) {
        this.updatePending = true;
        this.raqId = requestAnimationFrame(this.update.bind(this));
      }
    },
  
    /**
     * Whether the game is running.
     * @return {boolean}
     */
    isRunning: function() {
      return !!this.raqId;
    },
  
    /**
     * Game over state.
     */
    gameOver: function() {
      this.playSound(this.soundFx.HIT);
      vibrate(200);
  
      this.stop();
      this.crashed = true;
      this.distanceMeter.achievement = false;
  
      this.tRex.update(100, Trex.status.CRASHED);
  
      // Game over panel.
      if (!this.gameOverPanel) {
        this.gameOverPanel = new GameOverPanel(this.canvas,
            this.spriteDef.TEXT_SPRITE, this.spriteDef.RESTART,
            this.dimensions);
      } else {
        this.gameOverPanel.draw();
      }
  
      // Update the high score.
      if (this.distanceRan > this.highestScore) {
        this.highestScore = Math.ceil(this.distanceRan);
        this.distanceMeter.setHighScore(this.highestScore);
      }
  
      // Reset the time clock.
      this.time = getTimeStamp();
    },
  
    stop: function() {
      this.playing = false;
      this.paused = true;
      cancelAnimationFrame(this.raqId);
      this.raqId = 0;
    },
  
    play: function() {
      if (!this.crashed) {
        this.playing = true;
        this.paused = false;
        this.tRex.update(0, Trex.status.RUNNING);
        this.time = getTimeStamp();
        this.update();
      }
    },
  
    restart: function() {
      if (!this.raqId) {
        this.playCount++;
        this.runningTime = 0;
        this.playing = true;
        this.paused = false;
        this.crashed = false;
        this.distanceRan = 0;
        this.setSpeed(this.config.SPEED);
        this.time = getTimeStamp();
        this.containerEl.classList.remove(Runner.classes.CRASHED);
        this.clearCanvas();
        this.distanceMeter.reset(this.highestScore);
        this.horizon.reset();
        this.tRex.reset();
        this.playSound(this.soundFx.BUTTON_PRESS);
        this.invert(true);
        this.update();
      }
    },
  
    /**
     * Whether the game should go into arcade mode.
     * @return {boolean}
     */
    isArcadeMode: function() {
      return document.title == ARCADE_MODE_URL;
    },
  
    /**
     * Hides offline messaging for a fullscreen game only experience.
     */
    setArcadeMode: function() {
      document.body.classList.add(Runner.classes.ARCADE_MODE);
      this.setArcadeModeContainerScale();
    },
  
    /**
     * Sets the scaling for arcade mode.
     */
    setArcadeModeContainerScale: function() {
      var windowHeight = window.innerHeight;
      var scaleHeight = windowHeight / this.dimensions.HEIGHT;
      var scaleWidth = window.innerWidth / this.dimensions.WIDTH;
      var scale = Math.max(1, Math.min(scaleHeight, scaleWidth));
      var scaledCanvasHeight = this.dimensions.HEIGHT * scale;
      // Positions the game container at 10% of the available vertical window
      // height minus the game container height.
      var translateY = Math.ceil(Math.max(0, (windowHeight - scaledCanvasHeight -
          Runner.config.ARCADE_MODE_INITIAL_TOP_POSITION) *
          Runner.config.ARCADE_MODE_TOP_POSITION_PERCENT)) *
          window.devicePixelRatio;
      this.containerEl.style.transform = 'scale(' + scale + ') translateY(' +
          translateY + 'px)';
    },
  
    /**
     * Pause the game if the tab is not in focus.
     */
    onVisibilityChange: function(e) {
      if (document.hidden || document.webkitHidden || e.type == 'blur' ||
        document.visibilityState != 'visible') {
        this.stop();
      } else if (!this.crashed) {
        this.tRex.reset();
        this.play();
      }
    },
  
    /**
     * Play a sound.
     * @param {SoundBuffer} soundBuffer
     */
    playSound: function(soundBuffer) {
      if (soundBuffer) {
        var sourceNode = this.audioContext.createBufferSource();
        sourceNode.buffer = soundBuffer;
        sourceNode.connect(this.audioContext.destination);
        sourceNode.start(0);
      }
    },
  
    /**
     * Inverts the current page / canvas colors.
     * @param {boolean} Whether to reset colors.
     */
    invert: function(reset) {
      if (reset) {
        document.body.classList.toggle(Runner.classes.INVERTED, false);
        this.invertTimer = 0;
        this.inverted = false;
      } else {
        this.inverted = document.body.classList.toggle(Runner.classes.INVERTED,
            this.invertTrigger);
      }
    }
  };
  
  
  /**
   * Updates the canvas size taking into
   * account the backing store pixel ratio and
   * the device pixel ratio.
   *
   * See article by Paul Lewis:
   * http://www.html5rocks.com/en/tutorials/canvas/hidpi/
   *
   * @param {HTMLCanvasElement} canvas
   * @param {number} opt_width
   * @param {number} opt_height
   * @return {boolean} Whether the canvas was scaled.
   */
  Runner.updateCanvasScaling = function(canvas, opt_width, opt_height) {
    var context = canvas.getContext('2d');
  
    // Query the various pixel ratios
    var devicePixelRatio = Math.floor(window.devicePixelRatio) || 1;
    var backingStoreRatio = Math.floor(context.webkitBackingStorePixelRatio) || 1;
    var ratio = devicePixelRatio / backingStoreRatio;
  
    // Upscale the canvas if the two ratios don't match
    if (devicePixelRatio !== backingStoreRatio) {
      var oldWidth = opt_width || canvas.width;
      var oldHeight = opt_height || canvas.height;
  
      canvas.width = oldWidth * ratio;
      canvas.height = oldHeight * ratio;
  
      canvas.style.width = oldWidth + 'px';
      canvas.style.height = oldHeight + 'px';
  
      // Scale the context to counter the fact that we've manually scaled
      // our canvas element.
      context.scale(ratio, ratio);
      return true;
    } else if (devicePixelRatio == 1) {
      // Reset the canvas width / height. Fixes scaling bug when the page is
      // zoomed and the devicePixelRatio changes accordingly.
      canvas.style.width = canvas.width + 'px';
      canvas.style.height = canvas.height + 'px';
    }
    return false;
  };
  
  
  /**
   * Get random number.
   * @param {number} min
   * @param {number} max
   * @param {number}
   */
  function getRandomNum(min, max) {
    return Math.floor(Math.random() * (max - min + 1)) + min;
  }
  
  
  /**
   * Vibrate on mobile devices.
   * @param {number} duration Duration of the vibration in milliseconds.
   */
  function vibrate(duration) {
    if (IS_MOBILE && window.navigator.vibrate) {
      window.navigator.vibrate(duration);
    }
  }
  
  
  /**
   * Create canvas element.
   * @param {HTMLElement} container Element to append canvas to.
   * @param {number} width
   * @param {number} height
   * @param {string} opt_classname
   * @return {HTMLCanvasElement}
   */
  function createCanvas(container, width, height, opt_classname) {
    var canvas = document.createElement('canvas');
    canvas.className = opt_classname ? Runner.classes.CANVAS + ' ' +
        opt_classname : Runner.classes.CANVAS;
    canvas.width = width;
    canvas.height = height;
    container.appendChild(canvas);
  
    return canvas;
  }
  
  
  /**
   * Decodes the base 64 audio to ArrayBuffer used by Web Audio.
   * @param {string} base64String
   */
  function decodeBase64ToArrayBuffer(base64String) {
    var len = (base64String.length / 4) * 3;
    var str = atob(base64String);
    var arrayBuffer = new ArrayBuffer(len);
    var bytes = new Uint8Array(arrayBuffer);
  
    for (var i = 0; i < len; i++) {
      bytes[i] = str.charCodeAt(i);
    }
    return bytes.buffer;
  }
  
  
  /**
   * Return the current timestamp.
   * @return {number}
   */
  function getTimeStamp() {
    return IS_IOS ? new Date().getTime() : performance.now();
  }
  
  
  //******************************************************************************
  
  
  /**
   * Game over panel.
   * @param {!HTMLCanvasElement} canvas
   * @param {Object} textImgPos
   * @param {Object} restartImgPos
   * @param {!Object} dimensions Canvas dimensions.
   * @constructor
   */
  function GameOverPanel(canvas, textImgPos, restartImgPos, dimensions) {
    this.canvas = canvas;
    this.canvasCtx = canvas.getContext('2d');
    this.canvasDimensions = dimensions;
    this.textImgPos = textImgPos;
    this.restartImgPos = restartImgPos;
    this.draw();
  };
  
  
  /**
   * Dimensions used in the panel.
   * @enum {number}
   */
  GameOverPanel.dimensions = {
    TEXT_X: 0,
    TEXT_Y: 13,
    TEXT_WIDTH: 191,
    TEXT_HEIGHT: 11,
    RESTART_WIDTH: 36,
    RESTART_HEIGHT: 32
  };
  
  
  GameOverPanel.prototype = {
    /**
     * Update the panel dimensions.
     * @param {number} width New canvas width.
     * @param {number} opt_height Optional new canvas height.
     */
    updateDimensions: function(width, opt_height) {
      this.canvasDimensions.WIDTH = width;
      if (opt_height) {
        this.canvasDimensions.HEIGHT = opt_height;
      }
    },
  
    /**
     * Draw the panel.
     */
    draw: function() {
      var dimensions = GameOverPanel.dimensions;
  
      var centerX = this.canvasDimensions.WIDTH / 2;
  
      // Game over text.
      var textSourceX = dimensions.TEXT_X;
      var textSourceY = dimensions.TEXT_Y;
      var textSourceWidth = dimensions.TEXT_WIDTH;
      var textSourceHeight = dimensions.TEXT_HEIGHT;
  
      var textTargetX = Math.round(centerX - (dimensions.TEXT_WIDTH / 2));
      var textTargetY = Math.round((this.canvasDimensions.HEIGHT - 25) / 3);
      var textTargetWidth = dimensions.TEXT_WIDTH;
      var textTargetHeight = dimensions.TEXT_HEIGHT;
  
      var restartSourceWidth = dimensions.RESTART_WIDTH;
      var restartSourceHeight = dimensions.RESTART_HEIGHT;
      var restartTargetX = centerX - (dimensions.RESTART_WIDTH / 2);
      var restartTargetY = this.canvasDimensions.HEIGHT / 2;
  
      if (IS_HIDPI) {
        textSourceY *= 2;
        textSourceX *= 2;
        textSourceWidth *= 2;
        textSourceHeight *= 2;
        restartSourceWidth *= 2;
        restartSourceHeight *= 2;
      }
  
      textSourceX += this.textImgPos.x;
      textSourceY += this.textImgPos.y;
  
      // Game over text from sprite.
      this.canvasCtx.drawImage(Runner.imageSprite,
          textSourceX, textSourceY, textSourceWidth, textSourceHeight,
          textTargetX, textTargetY, textTargetWidth, textTargetHeight);
  
      // Restart button.
      this.canvasCtx.drawImage(Runner.imageSprite,
          this.restartImgPos.x, this.restartImgPos.y,
          restartSourceWidth, restartSourceHeight,
          restartTargetX, restartTargetY, dimensions.RESTART_WIDTH,
          dimensions.RESTART_HEIGHT);
    }
  };
  
  
  //******************************************************************************
  
  /**
   * Check for a collision.
   * @param {!Obstacle} obstacle
   * @param {!Trex} tRex T-rex object.
   * @param {HTMLCanvasContext} opt_canvasCtx Optional canvas context for drawing
   *    collision boxes.
   * @return {Array<CollisionBox>}
   */
  function checkForCollision(obstacle, tRex, opt_canvasCtx) {
    var obstacleBoxXPos = Runner.defaultDimensions.WIDTH + obstacle.xPos;
  
    // Adjustments are made to the bounding box as there is a 1 pixel white
    // border around the t-rex and obstacles.
    var tRexBox = new CollisionBox(
        tRex.xPos + 1,
        tRex.yPos + 1,
        tRex.config.WIDTH - 2,
        tRex.config.HEIGHT - 2);
  
    var obstacleBox = new CollisionBox(
        obstacle.xPos + 1,
        obstacle.yPos + 1,
        obstacle.typeConfig.width * obstacle.size - 2,
        obstacle.typeConfig.height - 2);
  
    // Debug outer box
    if (opt_canvasCtx) {
      drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox);
    }
  
    // Simple outer bounds check.
    if (boxCompare(tRexBox, obstacleBox)) {
      var collisionBoxes = obstacle.collisionBoxes;
      var tRexCollisionBoxes = tRex.ducking ?
          Trex.collisionBoxes.DUCKING : Trex.collisionBoxes.RUNNING;
  
      // Detailed axis aligned box check.
      for (var t = 0; t < tRexCollisionBoxes.length; t++) {
        for (var i = 0; i < collisionBoxes.length; i++) {
          // Adjust the box to actual positions.
          var adjTrexBox =
              createAdjustedCollisionBox(tRexCollisionBoxes[t], tRexBox);
          var adjObstacleBox =
              createAdjustedCollisionBox(collisionBoxes[i], obstacleBox);
          var crashed = boxCompare(adjTrexBox, adjObstacleBox);
  
          // Draw boxes for debug.
          if (opt_canvasCtx) {
            drawCollisionBoxes(opt_canvasCtx, adjTrexBox, adjObstacleBox);
          }
  
          if (crashed) {
            return [adjTrexBox, adjObstacleBox];
          }
        }
      }
    }
    return false;
  };
  
  
  /**
   * Adjust the collision box.
   * @param {!CollisionBox} box The original box.
   * @param {!CollisionBox} adjustment Adjustment box.
   * @return {CollisionBox} The adjusted collision box object.
   */
  function createAdjustedCollisionBox(box, adjustment) {
    return new CollisionBox(
        box.x + adjustment.x,
        box.y + adjustment.y,
        box.width,
        box.height);
  };
  
  
  /**
   * Draw the collision boxes for debug.
   */
  function drawCollisionBoxes(canvasCtx, tRexBox, obstacleBox) {
    canvasCtx.save();
    canvasCtx.strokeStyle = '#f00';
    canvasCtx.strokeRect(tRexBox.x, tRexBox.y, tRexBox.width, tRexBox.height);
  
    canvasCtx.strokeStyle = '#0f0';
    canvasCtx.strokeRect(obstacleBox.x, obstacleBox.y,
        obstacleBox.width, obstacleBox.height);
    canvasCtx.restore();
  };
  
  
  /**
   * Compare two collision boxes for a collision.
   * @param {CollisionBox} tRexBox
   * @param {CollisionBox} obstacleBox
   * @return {boolean} Whether the boxes intersected.
   */
  function boxCompare(tRexBox, obstacleBox) {
    var crashed = false;
    var tRexBoxX = tRexBox.x;
    var tRexBoxY = tRexBox.y;
  
    var obstacleBoxX = obstacleBox.x;
    var obstacleBoxY = obstacleBox.y;
  
    // Axis-Aligned Bounding Box method.
    if (tRexBox.x < obstacleBoxX + obstacleBox.width &&
        tRexBox.x + tRexBox.width > obstacleBoxX &&
        tRexBox.y < obstacleBox.y + obstacleBox.height &&
        tRexBox.height + tRexBox.y > obstacleBox.y) {
      crashed = true;
    }
  
    return crashed;
  };
  
  
  //******************************************************************************
  
  /**
   * Collision box object.
   * @param {number} x X position.
   * @param {number} y Y Position.
   * @param {number} w Width.
   * @param {number} h Height.
   */
  function CollisionBox(x, y, w, h) {
    this.x = x;
    this.y = y;
    this.width = w;
    this.height = h;
  };
  
  
  //******************************************************************************
  
  /**
   * Obstacle.
   * @param {HTMLCanvasCtx} canvasCtx
   * @param {Obstacle.type} type
   * @param {Object} spritePos Obstacle position in sprite.
   * @param {Object} dimensions
   * @param {number} gapCoefficient Mutipler in determining the gap.
   * @param {number} speed
   * @param {number} opt_xOffset
   */
  function Obstacle(canvasCtx, type, spriteImgPos, dimensions,
      gapCoefficient, speed, opt_xOffset) {
  
    this.canvasCtx = canvasCtx;
    this.spritePos = spriteImgPos;
    this.typeConfig = type;
    this.gapCoefficient = gapCoefficient;
    this.size = getRandomNum(1, Obstacle.MAX_OBSTACLE_LENGTH);
    this.dimensions = dimensions;
    this.remove = false;
    this.xPos = dimensions.WIDTH + (opt_xOffset || 0);
    this.yPos = 0;
    this.width = 0;
    this.collisionBoxes = [];
    this.gap = 0;
    this.speedOffset = 0;
  
    // For animated obstacles.
    this.currentFrame = 0;
    this.timer = 0;
  
    this.init(speed);
  };
  
  /**
   * Coefficient for calculating the maximum gap.
   * @const
   */
  Obstacle.MAX_GAP_COEFFICIENT = 1.5;
  
  /**
   * Maximum obstacle grouping count.
   * @const
   */
  Obstacle.MAX_OBSTACLE_LENGTH = 3,
  
  
  Obstacle.prototype = {
    /**
     * Initialise the DOM for the obstacle.
     * @param {number} speed
     */
    init: function(speed) {
      this.cloneCollisionBoxes();
  
      // Only allow sizing if we're at the right speed.
      if (this.size > 1 && this.typeConfig.multipleSpeed > speed) {
        this.size = 1;
      }
  
      this.width = this.typeConfig.width * this.size;
  
      // Check if obstacle can be positioned at various heights.
      if (Array.isArray(this.typeConfig.yPos))  {
        var yPosConfig = IS_MOBILE ? this.typeConfig.yPosMobile :
            this.typeConfig.yPos;
        this.yPos = yPosConfig[getRandomNum(0, yPosConfig.length - 1)];
      } else {
        this.yPos = this.typeConfig.yPos;
      }
  
      this.draw();
  
      // Make collision box adjustments,
      // Central box is adjusted to the size as one box.
      //      ____        ______        ________
      //    _|   |-|    _|     |-|    _|       |-|
      //   | |<->| |   | |<--->| |   | |<----->| |
      //   | | 1 | |   | |  2  | |   | |   3   | |
      //   |_|___|_|   |_|_____|_|   |_|_______|_|
      //
      if (this.size > 1) {
        this.collisionBoxes[1].width = this.width - this.collisionBoxes[0].width -
            this.collisionBoxes[2].width;
        this.collisionBoxes[2].x = this.width - this.collisionBoxes[2].width;
      }
  
      // For obstacles that go at a different speed from the horizon.
      if (this.typeConfig.speedOffset) {
        this.speedOffset = Math.random() > 0.5 ? this.typeConfig.speedOffset :
            -this.typeConfig.speedOffset;
      }
  
      this.gap = this.getGap(this.gapCoefficient, speed);
    },
  
    /**
     * Draw and crop based on size.
     */
    draw: function() {
      var sourceWidth = this.typeConfig.width;
      var sourceHeight = this.typeConfig.height;
  
      if (IS_HIDPI) {
        sourceWidth = sourceWidth * 2;
        sourceHeight = sourceHeight * 2;
      }
  
      // X position in sprite.
      var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1)) +
          this.spritePos.x;
  
      // Animation frames.
      if (this.currentFrame > 0) {
        sourceX += sourceWidth * this.currentFrame;
      }
  
      this.canvasCtx.drawImage(Runner.imageSprite,
        sourceX, this.spritePos.y,
        sourceWidth * this.size, sourceHeight,
        this.xPos, this.yPos,
        this.typeConfig.width * this.size, this.typeConfig.height);
    },
  
    /**
     * Obstacle frame update.
     * @param {number} deltaTime
     * @param {number} speed
     */
    update: function(deltaTime, speed) {
      if (!this.remove) {
        if (this.typeConfig.speedOffset) {
          speed += this.speedOffset;
        }
        this.xPos -= Math.floor((speed * FPS / 1000) * deltaTime);
  
        // Update frame
        if (this.typeConfig.numFrames) {
          this.timer += deltaTime;
          if (this.timer >= this.typeConfig.frameRate) {
            this.currentFrame =
                this.currentFrame == this.typeConfig.numFrames - 1 ?
                0 : this.currentFrame + 1;
            this.timer = 0;
          }
        }
        this.draw();
  
        if (!this.isVisible()) {
          this.remove = true;
        }
      }
    },
  
    /**
     * Calculate a random gap size.
     * - Minimum gap gets wider as speed increses
     * @param {number} gapCoefficient
     * @param {number} speed
     * @return {number} The gap size.
     */
    getGap: function(gapCoefficient, speed) {
      var minGap = Math.round(this.width * speed +
            this.typeConfig.minGap * gapCoefficient);
      var maxGap = Math.round(minGap * Obstacle.MAX_GAP_COEFFICIENT);
      return getRandomNum(minGap, maxGap);
    },
  
    /**
     * Check if obstacle is visible.
     * @return {boolean} Whether the obstacle is in the game area.
     */
    isVisible: function() {
      return this.xPos + this.width > 0;
    },
  
    /**
     * Make a copy of the collision boxes, since these will change based on
     * obstacle type and size.
     */
    cloneCollisionBoxes: function() {
      var collisionBoxes = this.typeConfig.collisionBoxes;
  
      for (var i = collisionBoxes.length - 1; i >= 0; i--) {
        this.collisionBoxes[i] = new CollisionBox(collisionBoxes[i].x,
            collisionBoxes[i].y, collisionBoxes[i].width,
            collisionBoxes[i].height);
      }
    }
  };
  
  
  /**
   * Obstacle definitions.
   * minGap: minimum pixel space betweeen obstacles.
   * multipleSpeed: Speed at which multiples are allowed.
   * speedOffset: speed faster / slower than the horizon.
   * minSpeed: Minimum speed which the obstacle can make an appearance.
   */
  Obstacle.types = [
    {
      type: 'CACTUS_SMALL',
      width: 17,
      height: 35,
      yPos: 105,
      multipleSpeed: 4,
      minGap: 120,
      minSpeed: 0,
      collisionBoxes: [
        new CollisionBox(0, 7, 5, 27),
        new CollisionBox(4, 0, 6, 34),
        new CollisionBox(10, 4, 7, 14)
      ]
    },
    {
      type: 'CACTUS_LARGE',
      width: 25,
      height: 50,
      yPos: 90,
      multipleSpeed: 7,
      minGap: 120,
      minSpeed: 0,
      collisionBoxes: [
        new CollisionBox(0, 12, 7, 38),
        new CollisionBox(8, 0, 7, 49),
        new CollisionBox(13, 10, 10, 38)
      ]
    },
    {
      type: 'PTERODACTYL',
      width: 46,
      height: 40,
      yPos: [ 100, 75, 50 ], // Variable height.
      yPosMobile: [ 100, 50 ], // Variable height mobile.
      multipleSpeed: 999,
      minSpeed: 8.5,
      minGap: 150,
      collisionBoxes: [
        new CollisionBox(15, 15, 16, 5),
        new CollisionBox(18, 21, 24, 6),
        new CollisionBox(2, 14, 4, 3),
        new CollisionBox(6, 10, 4, 7),
        new CollisionBox(10, 8, 6, 9)
      ],
      numFrames: 2,
      frameRate: 1000/6,
      speedOffset: .8
    }
  ];
  
  
  //******************************************************************************
  /**
   * T-rex game character.
   * @param {HTMLCanvas} canvas
   * @param {Object} spritePos Positioning within image sprite.
   * @constructor
   */
  function Trex(canvas, spritePos) {
    this.canvas = canvas;
    this.canvasCtx = canvas.getContext('2d');
    this.spritePos = spritePos;
    this.xPos = 0;
    this.yPos = 0;
    // Position when on the ground.
    this.groundYPos = 0;
    this.currentFrame = 0;
    this.currentAnimFrames = [];
    this.blinkDelay = 0;
    this.blinkCount = 0;
    this.animStartTime = 0;
    this.timer = 0;
    this.msPerFrame = 1000 / FPS;
    this.config = Trex.config;
    // Current status.
    this.status = Trex.status.WAITING;
  
    this.jumping = false;
    this.ducking = false;
    this.jumpVelocity = 0;
    this.reachedMinHeight = false;
    this.speedDrop = false;
    this.jumpCount = 0;
    this.jumpspotX = 0;
  
    this.init();
  };
  
  
  /**
   * T-rex player config.
   * @enum {number}
   */
  Trex.config = {
    DROP_VELOCITY: -5,
    GRAVITY: 0.6,
    HEIGHT: 47,
    HEIGHT_DUCK: 25,
    INIITAL_JUMP_VELOCITY: -10,
    INTRO_DURATION: 1500,
    MAX_JUMP_HEIGHT: 30,
    MIN_JUMP_HEIGHT: 30,
    SPEED_DROP_COEFFICIENT: 3,
    SPRITE_WIDTH: 262,
    START_X_POS: 50,
    WIDTH: 44,
    WIDTH_DUCK: 59
  };
  
  
  /**
   * Used in collision detection.
   * @type {Array<CollisionBox>}
   */
  Trex.collisionBoxes = {
    DUCKING: [
      new CollisionBox(1, 18, 55, 25)
    ],
    RUNNING: [
      new CollisionBox(22, 0, 17, 16),
      new CollisionBox(1, 18, 30, 9),
      new CollisionBox(10, 35, 14, 8),
      new CollisionBox(1, 24, 29, 5),
      new CollisionBox(5, 30, 21, 4),
      new CollisionBox(9, 34, 15, 4)
    ]
  };
  
  
  /**
   * Animation states.
   * @enum {string}
   */
  Trex.status = {
    CRASHED: 'CRASHED',
    DUCKING: 'DUCKING',
    JUMPING: 'JUMPING',
    RUNNING: 'RUNNING',
    WAITING: 'WAITING'
  };
  
  /**
   * Blinking coefficient.
   * @const
   */
  Trex.BLINK_TIMING = 7000;
  
  
  /**
   * Animation config for different states.
   * @enum {Object}
   */
  Trex.animFrames = {
    WAITING: {
      frames: [44, 0],
      msPerFrame: 1000 / 3
    },
    RUNNING: {
      frames: [88, 132],
      msPerFrame: 1000 / 12
    },
    CRASHED: {
      frames: [220],
      msPerFrame: 1000 / 60
    },
    JUMPING: {
      frames: [0],
      msPerFrame: 1000 / 60
    },
    DUCKING: {
      frames: [262, 321],
      msPerFrame: 1000 / 8
    }
  };
  
  
  Trex.prototype = {
    /**
     * T-rex player initaliser.
     * Sets the t-rex to blink at random intervals.
     */
    init: function() {
      this.groundYPos = Runner.defaultDimensions.HEIGHT - this.config.HEIGHT -
          Runner.config.BOTTOM_PAD;
      this.yPos = this.groundYPos;
      this.minJumpHeight = this.groundYPos - this.config.MIN_JUMP_HEIGHT;
  
      this.draw(0, 0);
      this.update(0, Trex.status.WAITING);
    },
  
    /**
     * Setter for the jump velocity.
     * The approriate drop velocity is also set.
     */
    setJumpVelocity: function(setting) {
      this.config.INIITAL_JUMP_VELOCITY = -setting;
      this.config.DROP_VELOCITY = -setting / 2;
    },
  
    /**
     * Set the animation status.
     * @param {!number} deltaTime
     * @param {Trex.status} status Optional status to switch to.
     */
    update: function(deltaTime, opt_status) {
      this.timer += deltaTime;
  
      // Update the status.
      if (opt_status) {
        this.status = opt_status;
        this.currentFrame = 0;
        this.msPerFrame = Trex.animFrames[opt_status].msPerFrame;
        this.currentAnimFrames = Trex.animFrames[opt_status].frames;
  
        if (opt_status == Trex.status.WAITING) {
          this.animStartTime = getTimeStamp();
          this.setBlinkDelay();
        }
      }
  
      // Game intro animation, T-rex moves in from the left.
      if (this.playingIntro && this.xPos < this.config.START_X_POS) {
        this.xPos += Math.round((this.config.START_X_POS /
            this.config.INTRO_DURATION) * deltaTime);
      }
  
      if (this.status == Trex.status.WAITING) {
        this.blink(getTimeStamp());
      } else {
        this.draw(this.currentAnimFrames[this.currentFrame], 0);
      }
  
      // Update the frame position.
      if (this.timer >= this.msPerFrame) {
        this.currentFrame = this.currentFrame ==
            this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1;
        this.timer = 0;
      }
  
      // Speed drop becomes duck if the down key is still being pressed.
      if (this.speedDrop && this.yPos == this.groundYPos) {
        this.speedDrop = false;
        this.setDuck(true);
      }
    },
  
    /**
     * Draw the t-rex to a particular position.
     * @param {number} x
     * @param {number} y
     */
    draw: function(x, y) {
      var sourceX = x;
      var sourceY = y;
      var sourceWidth = this.ducking && this.status != Trex.status.CRASHED ?
          this.config.WIDTH_DUCK : this.config.WIDTH;
      var sourceHeight = this.config.HEIGHT;
  
      if (IS_HIDPI) {
        sourceX *= 2;
        sourceY *= 2;
        sourceWidth *= 2;
        sourceHeight *= 2;
      }
  
      // Adjustments for sprite sheet position.
      sourceX += this.spritePos.x;
      sourceY += this.spritePos.y;
  
      // Ducking.
      if (this.ducking && this.status != Trex.status.CRASHED) {
        this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY,
            sourceWidth, sourceHeight,
            this.xPos, this.yPos,
            this.config.WIDTH_DUCK, this.config.HEIGHT);
      } else {
        // Crashed whilst ducking. Trex is standing up so needs adjustment.
        if (this.ducking && this.status == Trex.status.CRASHED) {
          this.xPos++;
        }
        // Standing / running
        this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY,
            sourceWidth, sourceHeight,
            this.xPos, this.yPos,
            this.config.WIDTH, this.config.HEIGHT);
      }
    },
  
    /**
     * Sets a random time for the blink to happen.
     */
    setBlinkDelay: function() {
      this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING);
    },
  
    /**
     * Make t-rex blink at random intervals.
     * @param {number} time Current time in milliseconds.
     */
    blink: function(time) {
      var deltaTime = time - this.animStartTime;
  
      if (deltaTime >= this.blinkDelay) {
        this.draw(this.currentAnimFrames[this.currentFrame], 0);
  
        if (this.currentFrame == 1) {
          // Set new random delay to blink.
          this.setBlinkDelay();
          this.animStartTime = time;
          this.blinkCount++;
        }
      }
    },
  
    /**
     * Initialise a jump.
     * @param {number} speed
     */
    startJump: function(speed) {
      if (!this.jumping) {
        this.update(0, Trex.status.JUMPING);
        // Tweak the jump velocity based on the speed.
        this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY - (speed / 10);
        this.jumping = true;
        this.reachedMinHeight = false;
        this.speedDrop = false;
      }
    },
  
    /**
     * Jump is complete, falling down.
     */
    endJump: function() {
      if (this.reachedMinHeight &&
          this.jumpVelocity < this.config.DROP_VELOCITY) {
        this.jumpVelocity = this.config.DROP_VELOCITY;
      }
    },
  
    /**
     * Update frame for a jump.
     * @param {number} deltaTime
     * @param {number} speed
     */
    updateJump: function(deltaTime, speed) {
      var msPerFrame = Trex.animFrames[this.status].msPerFrame;
      var framesElapsed = deltaTime / msPerFrame;
  
      // Speed drop makes Trex fall faster.
      if (this.speedDrop) {
        this.yPos += Math.round(this.jumpVelocity *
            this.config.SPEED_DROP_COEFFICIENT * framesElapsed);
      } else {
        this.yPos += Math.round(this.jumpVelocity * framesElapsed);
      }
  
      this.jumpVelocity += this.config.GRAVITY * framesElapsed;
  
      // Minimum height has been reached.
      if (this.yPos < this.minJumpHeight || this.speedDrop) {
        this.reachedMinHeight = true;
      }
  
      // Reached max height
      if (this.yPos < this.config.MAX_JUMP_HEIGHT || this.speedDrop) {
        this.endJump();
      }
  
      // Back down at ground level. Jump completed.
      if (this.yPos > this.groundYPos) {
        this.reset();
        this.jumpCount++;
      }
  
      this.update(deltaTime);
    },
  
    /**
     * Set the speed drop. Immediately cancels the current jump.
     */
    setSpeedDrop: function() {
      this.speedDrop = true;
      this.jumpVelocity = 1;
    },
  
    /**
     * @param {boolean} isDucking.
     */
    setDuck: function(isDucking) {
      if (isDucking && this.status != Trex.status.DUCKING) {
        this.update(0, Trex.status.DUCKING);
        this.ducking = true;
      } else if (this.status == Trex.status.DUCKING) {
        this.update(0, Trex.status.RUNNING);
        this.ducking = false;
      }
    },
  
    /**
     * Reset the t-rex to running at start of game.
     */
    reset: function() {
      this.yPos = this.groundYPos;
      this.jumpVelocity = 0;
      this.jumping = false;
      this.ducking = false;
      this.update(0, Trex.status.RUNNING);
      this.midair = false;
      this.speedDrop = false;
      this.jumpCount = 0;
    }
  };
  
  
  //******************************************************************************
  
  /**
   * Handles displaying the distance meter.
   * @param {!HTMLCanvasElement} canvas
   * @param {Object} spritePos Image position in sprite.
   * @param {number} canvasWidth
   * @constructor
   */
  function DistanceMeter(canvas, spritePos, canvasWidth) {
    this.canvas = canvas;
    this.canvasCtx = canvas.getContext('2d');
    this.image = Runner.imageSprite;
    this.spritePos = spritePos;
    this.x = 0;
    this.y = 5;
  
    this.currentDistance = 0;
    this.maxScore = 0;
    this.highScore = 0;
    this.container = null;
  
    this.digits = [];
    this.achievement = false;
    this.defaultString = '';
    this.flashTimer = 0;
    this.flashIterations = 0;
    this.invertTrigger = false;
  
    this.config = DistanceMeter.config;
    this.maxScoreUnits = this.config.MAX_DISTANCE_UNITS;
    this.init(canvasWidth);
  };
  
  
  /**
   * @enum {number}
   */
  DistanceMeter.dimensions = {
    WIDTH: 10,
    HEIGHT: 13,
    DEST_WIDTH: 11
  };
  
  
  /**
   * Y positioning of the digits in the sprite sheet.
   * X position is always 0.
   * @type {Array<number>}
   */
  DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120];
  
  
  /**
   * Distance meter config.
   * @enum {number}
   */
  DistanceMeter.config = {
    // Number of digits.
    MAX_DISTANCE_UNITS: 5,
  
    // Distance that causes achievement animation.
    ACHIEVEMENT_DISTANCE: 100,
  
    // Used for conversion from pixel distance to a scaled unit.
    COEFFICIENT: 0.025,
  
    // Flash duration in milliseconds.
    FLASH_DURATION: 1000 / 4,
  
    // Flash iterations for achievement animation.
    FLASH_ITERATIONS: 3
  };
  
  
  DistanceMeter.prototype = {
    /**
     * Initialise the distance meter to '00000'.
     * @param {number} width Canvas width in px.
     */
    init: function(width) {
      var maxDistanceStr = '';
  
      this.calcXPos(width);
      this.maxScore = this.maxScoreUnits;
      for (var i = 0; i < this.maxScoreUnits; i++) {
        this.draw(i, 0);
        this.defaultString += '0';
        maxDistanceStr += '9';
      }
  
      this.maxScore = parseInt(maxDistanceStr);
    },
  
    /**
     * Calculate the xPos in the canvas.
     * @param {number} canvasWidth
     */
    calcXPos: function(canvasWidth) {
      this.x = canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH *
          (this.maxScoreUnits + 1));
    },
  
    /**
     * Draw a digit to canvas.
     * @param {number} digitPos Position of the digit.
     * @param {number} value Digit value 0-9.
     * @param {boolean} opt_highScore Whether drawing the high score.
     */
    draw: function(digitPos, value, opt_highScore) {
      var sourceWidth = DistanceMeter.dimensions.WIDTH;
      var sourceHeight = DistanceMeter.dimensions.HEIGHT;
      var sourceX = DistanceMeter.dimensions.WIDTH * value;
      var sourceY = 0;
  
      var targetX = digitPos * DistanceMeter.dimensions.DEST_WIDTH;
      var targetY = this.y;
      var targetWidth = DistanceMeter.dimensions.WIDTH;
      var targetHeight = DistanceMeter.dimensions.HEIGHT;
  
      // For high DPI we 2x source values.
      if (IS_HIDPI) {
        sourceWidth *= 2;
        sourceHeight *= 2;
        sourceX *= 2;
      }
  
      sourceX += this.spritePos.x;
      sourceY += this.spritePos.y;
  
      this.canvasCtx.save();
  
      if (opt_highScore) {
        // Left of the current score.
        var highScoreX = this.x - (this.maxScoreUnits * 2) *
            DistanceMeter.dimensions.WIDTH;
        this.canvasCtx.translate(highScoreX, this.y);
      } else {
        this.canvasCtx.translate(this.x, this.y);
      }
  
      this.canvasCtx.drawImage(this.image, sourceX, sourceY,
          sourceWidth, sourceHeight,
          targetX, targetY,
          targetWidth, targetHeight
        );
  
      this.canvasCtx.restore();
    },
  
    /**
     * Covert pixel distance to a 'real' distance.
     * @param {number} distance Pixel distance ran.
     * @return {number} The 'real' distance ran.
     */
    getActualDistance: function(distance) {
      return distance ? Math.round(distance * this.config.COEFFICIENT) : 0;
    },
  
    /**
     * Update the distance meter.
     * @param {number} distance
     * @param {number} deltaTime
     * @return {boolean} Whether the acheivement sound fx should be played.
     */
    update: function(deltaTime, distance) {
      var paint = true;
      var playSound = false;
  
      if (!this.achievement) {
        distance = this.getActualDistance(distance);
        // Score has gone beyond the initial digit count.
        if (distance > this.maxScore && this.maxScoreUnits ==
          this.config.MAX_DISTANCE_UNITS) {
          this.maxScoreUnits++;
          this.maxScore = parseInt(this.maxScore + '9');
        } else {
          this.distance = 0;
        }
  
        if (distance > 0) {
          // Acheivement unlocked
          if (distance % this.config.ACHIEVEMENT_DISTANCE == 0) {
            // Flash score and play sound.
            this.achievement = true;
            this.flashTimer = 0;
            playSound = true;
          }
  
          // Create a string representation of the distance with leading 0.
          var distanceStr = (this.defaultString +
              distance).substr(-this.maxScoreUnits);
          this.digits = distanceStr.split('');
        } else {
          this.digits = this.defaultString.split('');
        }
      } else {
        // Control flashing of the score on reaching acheivement.
        if (this.flashIterations <= this.config.FLASH_ITERATIONS) {
          this.flashTimer += deltaTime;
  
          if (this.flashTimer < this.config.FLASH_DURATION) {
            paint = false;
          } else if (this.flashTimer >
              this.config.FLASH_DURATION * 2) {
            this.flashTimer = 0;
            this.flashIterations++;
          }
        } else {
          this.achievement = false;
          this.flashIterations = 0;
          this.flashTimer = 0;
        }
      }
  
      // Draw the digits if not flashing.
      if (paint) {
        for (var i = this.digits.length - 1; i >= 0; i--) {
          this.draw(i, parseInt(this.digits[i]));
        }
      }
  
      this.drawHighScore();
      return playSound;
    },
  
    /**
     * Draw the high score.
     */
    drawHighScore: function() {
      this.canvasCtx.save();
      this.canvasCtx.globalAlpha = .8;
      for (var i = this.highScore.length - 1; i >= 0; i--) {
        this.draw(i, parseInt(this.highScore[i], 10), true);
      }
      this.canvasCtx.restore();
    },
  
    /**
     * Set the highscore as a array string.
     * Position of char in the sprite: H - 10, I - 11.
     * @param {number} distance Distance ran in pixels.
     */
    setHighScore: function(distance) {
      distance = this.getActualDistance(distance);
      var highScoreStr = (this.defaultString +
          distance).substr(-this.maxScoreUnits);
  
      this.highScore = ['10', '11', ''].concat(highScoreStr.split(''));
    },
  
    /**
     * Reset the distance meter back to '00000'.
     */
    reset: function() {
      this.update(0);
      this.achievement = false;
    }
  };
  
  
  //******************************************************************************
  
  /**
   * Cloud background item.
   * Similar to an obstacle object but without collision boxes.
   * @param {HTMLCanvasElement} canvas Canvas element.
   * @param {Object} spritePos Position of image in sprite.
   * @param {number} containerWidth
   */
  function Cloud(canvas, spritePos, containerWidth) {
    this.canvas = canvas;
    this.canvasCtx = this.canvas.getContext('2d');
    this.spritePos = spritePos;
    this.containerWidth = containerWidth;
    this.xPos = containerWidth;
    this.yPos = 0;
    this.remove = false;
    this.cloudGap = getRandomNum(Cloud.config.MIN_CLOUD_GAP,
        Cloud.config.MAX_CLOUD_GAP);
  
    this.init();
  };
  
  
  /**
   * Cloud object config.
   * @enum {number}
   */
  Cloud.config = {
    HEIGHT: 14,
    MAX_CLOUD_GAP: 400,
    MAX_SKY_LEVEL: 30,
    MIN_CLOUD_GAP: 100,
    MIN_SKY_LEVEL: 71,
    WIDTH: 46
  };
  
  
  Cloud.prototype = {
    /**
     * Initialise the cloud. Sets the Cloud height.
     */
    init: function() {
      this.yPos = getRandomNum(Cloud.config.MAX_SKY_LEVEL,
          Cloud.config.MIN_SKY_LEVEL);
      this.draw();
    },
  
    /**
     * Draw the cloud.
     */
    draw: function() {
      this.canvasCtx.save();
      var sourceWidth = Cloud.config.WIDTH;
      var sourceHeight = Cloud.config.HEIGHT;
  
      if (IS_HIDPI) {
        sourceWidth = sourceWidth * 2;
        sourceHeight = sourceHeight * 2;
      }
  
      this.canvasCtx.drawImage(Runner.imageSprite, this.spritePos.x,
          this.spritePos.y,
          sourceWidth, sourceHeight,
          this.xPos, this.yPos,
          Cloud.config.WIDTH, Cloud.config.HEIGHT);
  
      this.canvasCtx.restore();
    },
  
    /**
     * Update the cloud position.
     * @param {number} speed
     */
    update: function(speed) {
      if (!this.remove) {
        this.xPos -= Math.ceil(speed);
        this.draw();
  
        // Mark as removeable if no longer in the canvas.
        if (!this.isVisible()) {
          this.remove = true;
        }
      }
    },
  
    /**
     * Check if the cloud is visible on the stage.
     * @return {boolean}
     */
    isVisible: function() {
      return this.xPos + Cloud.config.WIDTH > 0;
    }
  };
  
  
  //******************************************************************************
  
  /**
   * Nightmode shows a moon and stars on the horizon.
   */
  function NightMode(canvas, spritePos, containerWidth) {
    this.spritePos = spritePos;
    this.canvas = canvas;
    this.canvasCtx = canvas.getContext('2d');
    this.xPos = containerWidth - 50;
    this.yPos = 30;
    this.currentPhase = 0;
    this.opacity = 0;
    this.containerWidth = containerWidth;
    this.stars = [];
    this.drawStars = false;
    this.placeStars();
  };
  
  /**
   * @enum {number}
   */
  NightMode.config = {
    FADE_SPEED: 0.035,
    HEIGHT: 40,
    MOON_SPEED: 0.25,
    NUM_STARS: 2,
    STAR_SIZE: 9,
    STAR_SPEED: 0.3,
    STAR_MAX_Y: 70,
    WIDTH: 20
  };
  
  NightMode.phases = [140, 120, 100, 60, 40, 20, 0];
  
  NightMode.prototype = {
    /**
     * Update moving moon, changing phases.
     * @param {boolean} activated Whether night mode is activated.
     * @param {number} delta
     */
    update: function(activated, delta) {
      // Moon phase.
      if (activated && this.opacity == 0) {
        this.currentPhase++;
  
        if (this.currentPhase >= NightMode.phases.length) {
          this.currentPhase = 0;
        }
      }
  
      // Fade in / out.
      if (activated && (this.opacity < 1 || this.opacity == 0)) {
        this.opacity += NightMode.config.FADE_SPEED;
      } else if (this.opacity > 0) {
        this.opacity -= NightMode.config.FADE_SPEED;
      }
  
      // Set moon positioning.
      if (this.opacity > 0) {
        this.xPos = this.updateXPos(this.xPos, NightMode.config.MOON_SPEED);
  
        // Update stars.
        if (this.drawStars) {
           for (var i = 0; i < NightMode.config.NUM_STARS; i++) {
              this.stars[i].x = this.updateXPos(this.stars[i].x,
                  NightMode.config.STAR_SPEED);
           }
        }
        this.draw();
      } else {
        this.opacity = 0;
        this.placeStars();
      }
      this.drawStars = true;
    },
  
    updateXPos: function(currentPos, speed) {
      if (currentPos < -NightMode.config.WIDTH) {
        currentPos = this.containerWidth;
      } else {
        currentPos -= speed;
      }
      return currentPos;
    },
  
    draw: function() {
      var moonSourceWidth = this.currentPhase == 3 ? NightMode.config.WIDTH * 2 :
           NightMode.config.WIDTH;
      var moonSourceHeight = NightMode.config.HEIGHT;
      var moonSourceX = this.spritePos.x + NightMode.phases[this.currentPhase];
      var moonOutputWidth = moonSourceWidth;
      var starSize = NightMode.config.STAR_SIZE;
      var starSourceX = Runner.spriteDefinition.LDPI.STAR.x;
  
      if (IS_HIDPI) {
        moonSourceWidth *= 2;
        moonSourceHeight *= 2;
        moonSourceX = this.spritePos.x +
            (NightMode.phases[this.currentPhase] * 2);
        starSize *= 2;
        starSourceX = Runner.spriteDefinition.HDPI.STAR.x;
      }
  
      this.canvasCtx.save();
      this.canvasCtx.globalAlpha = this.opacity;
  
      // Stars.
      if (this.drawStars) {
        for (var i = 0; i < NightMode.config.NUM_STARS; i++) {
          this.canvasCtx.drawImage(Runner.imageSprite,
              starSourceX, this.stars[i].sourceY, starSize, starSize,
              Math.round(this.stars[i].x), this.stars[i].y,
              NightMode.config.STAR_SIZE, NightMode.config.STAR_SIZE);
        }
      }
  
      // Moon.
      this.canvasCtx.drawImage(Runner.imageSprite, moonSourceX,
          this.spritePos.y, moonSourceWidth, moonSourceHeight,
          Math.round(this.xPos), this.yPos,
          moonOutputWidth, NightMode.config.HEIGHT);
  
      this.canvasCtx.globalAlpha = 1;
      this.canvasCtx.restore();
    },
  
    // Do star placement.
    placeStars: function() {
      var segmentSize = Math.round(this.containerWidth /
          NightMode.config.NUM_STARS);
  
      for (var i = 0; i < NightMode.config.NUM_STARS; i++) {
        this.stars[i] = {};
        this.stars[i].x = getRandomNum(segmentSize * i, segmentSize * (i + 1));
        this.stars[i].y = getRandomNum(0, NightMode.config.STAR_MAX_Y);
  
        if (IS_HIDPI) {
          this.stars[i].sourceY = Runner.spriteDefinition.HDPI.STAR.y +
              NightMode.config.STAR_SIZE * 2 * i;
        } else {
          this.stars[i].sourceY = Runner.spriteDefinition.LDPI.STAR.y +
              NightMode.config.STAR_SIZE * i;
        }
      }
    },
  
    reset: function() {
      this.currentPhase = 0;
      this.opacity = 0;
      this.update(false);
    }
  
  };
  
  
  //******************************************************************************
  
  /**
   * Horizon Line.
   * Consists of two connecting lines. Randomly assigns a flat / bumpy horizon.
   * @param {HTMLCanvasElement} canvas
   * @param {Object} spritePos Horizon position in sprite.
   * @constructor
   */
  function HorizonLine(canvas, spritePos) {
    this.spritePos = spritePos;
    this.canvas = canvas;
    this.canvasCtx = canvas.getContext('2d');
    this.sourceDimensions = {};
    this.dimensions = HorizonLine.dimensions;
    this.sourceXPos = [this.spritePos.x, this.spritePos.x +
        this.dimensions.WIDTH];
    this.xPos = [];
    this.yPos = 0;
    this.bumpThreshold = 0.5;
  
    this.setSourceDimensions();
    this.draw();
  };
  
  
  /**
   * Horizon line dimensions.
   * @enum {number}
   */
  HorizonLine.dimensions = {
    WIDTH: 600,
    HEIGHT: 12,
    YPOS: 127
  };
  
  
  HorizonLine.prototype = {
    /**
     * Set the source dimensions of the horizon line.
     */
    setSourceDimensions: function() {
  
      for (var dimension in HorizonLine.dimensions) {
        if (IS_HIDPI) {
          if (dimension != 'YPOS') {
            this.sourceDimensions[dimension] =
                HorizonLine.dimensions[dimension] * 2;
          }
        } else {
          this.sourceDimensions[dimension] =
              HorizonLine.dimensions[dimension];
        }
        this.dimensions[dimension] = HorizonLine.dimensions[dimension];
      }
  
      this.xPos = [0, HorizonLine.dimensions.WIDTH];
      this.yPos = HorizonLine.dimensions.YPOS;
    },
  
    /**
     * Return the crop x position of a type.
     */
    getRandomType: function() {
      return Math.random() > this.bumpThreshold ? this.dimensions.WIDTH : 0;
    },
  
    /**
     * Draw the horizon line.
     */
    draw: function() {
      this.canvasCtx.drawImage(Runner.imageSprite, this.sourceXPos[0],
          this.spritePos.y,
          this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT,
          this.xPos[0], this.yPos,
          this.dimensions.WIDTH, this.dimensions.HEIGHT);
  
      this.canvasCtx.drawImage(Runner.imageSprite, this.sourceXPos[1],
          this.spritePos.y,
          this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT,
          this.xPos[1], this.yPos,
          this.dimensions.WIDTH, this.dimensions.HEIGHT);
    },
  
    /**
     * Update the x position of an indivdual piece of the line.
     * @param {number} pos Line position.
     * @param {number} increment
     */
    updateXPos: function(pos, increment) {
      var line1 = pos;
      var line2 = pos == 0 ? 1 : 0;
  
      this.xPos[line1] -= increment;
      this.xPos[line2] = this.xPos[line1] + this.dimensions.WIDTH;
  
      if (this.xPos[line1] <= -this.dimensions.WIDTH) {
        this.xPos[line1] += this.dimensions.WIDTH * 2;
        this.xPos[line2] = this.xPos[line1] - this.dimensions.WIDTH;
        this.sourceXPos[line1] = this.getRandomType() + this.spritePos.x;
      }
    },
  
    /**
     * Update the horizon line.
     * @param {number} deltaTime
     * @param {number} speed
     */
    update: function(deltaTime, speed) {
      var increment = Math.floor(speed * (FPS / 1000) * deltaTime);
  
      if (this.xPos[0] <= 0) {
        this.updateXPos(0, increment);
      } else {
        this.updateXPos(1, increment);
      }
      this.draw();
    },
  
    /**
     * Reset horizon to the starting position.
     */
    reset: function() {
      this.xPos[0] = 0;
      this.xPos[1] = HorizonLine.dimensions.WIDTH;
    }
  };
  
  
  //******************************************************************************
  
  /**
   * Horizon background class.
   * @param {HTMLCanvasElement} canvas
   * @param {Object} spritePos Sprite positioning.
   * @param {Object} dimensions Canvas dimensions.
   * @param {number} gapCoefficient
   * @constructor
   */
  function Horizon(canvas, spritePos, dimensions, gapCoefficient) {
    this.canvas = canvas;
    this.canvasCtx = this.canvas.getContext('2d');
    this.config = Horizon.config;
    this.dimensions = dimensions;
    this.gapCoefficient = gapCoefficient;
    this.obstacles = [];
    this.obstacleHistory = [];
    this.horizonOffsets = [0, 0];
    this.cloudFrequency = this.config.CLOUD_FREQUENCY;
    this.spritePos = spritePos;
    this.nightMode = null;
  
    // Cloud
    this.clouds = [];
    this.cloudSpeed = this.config.BG_CLOUD_SPEED;
  
    // Horizon
    this.horizonLine = null;
    this.init();
  };
  
  
  /**
   * Horizon config.
   * @enum {number}
   */
  Horizon.config = {
    BG_CLOUD_SPEED: 0.2,
    BUMPY_THRESHOLD: .3,
    CLOUD_FREQUENCY: .5,
    HORIZON_HEIGHT: 16,
    MAX_CLOUDS: 6
  };
  
  
  Horizon.prototype = {
    /**
     * Initialise the horizon. Just add the line and a cloud. No obstacles.
     */
    init: function() {
      this.addCloud();
      this.horizonLine = new HorizonLine(this.canvas, this.spritePos.HORIZON);
      this.nightMode = new NightMode(this.canvas, this.spritePos.MOON,
          this.dimensions.WIDTH);
    },
  
    /**
     * @param {number} deltaTime
     * @param {number} currentSpeed
     * @param {boolean} updateObstacles Used as an override to prevent
     *     the obstacles from being updated / added. This happens in the
     *     ease in section.
     * @param {boolean} showNightMode Night mode activated.
     */
    update: function(deltaTime, currentSpeed, updateObstacles, showNightMode) {
      this.runningTime += deltaTime;
      this.horizonLine.update(deltaTime, currentSpeed);
      this.nightMode.update(showNightMode);
      this.updateClouds(deltaTime, currentSpeed);
  
      if (updateObstacles) {
        this.updateObstacles(deltaTime, currentSpeed);
      }
    },
  
    /**
     * Update the cloud positions.
     * @param {number} deltaTime
     * @param {number} currentSpeed
     */
    updateClouds: function(deltaTime, speed) {
      var cloudSpeed = this.cloudSpeed / 1000 * deltaTime * speed;
      var numClouds = this.clouds.length;
  
      if (numClouds) {
        for (var i = numClouds - 1; i >= 0; i--) {
          this.clouds[i].update(cloudSpeed);
        }
  
        var lastCloud = this.clouds[numClouds - 1];
  
        // Check for adding a new cloud.
        if (numClouds < this.config.MAX_CLOUDS &&
            (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap &&
            this.cloudFrequency > Math.random()) {
          this.addCloud();
        }
  
        // Remove expired clouds.
        this.clouds = this.clouds.filter(function(obj) {
          return !obj.remove;
        });
      } else {
        this.addCloud();
      }
    },
  
    /**
     * Update the obstacle positions.
     * @param {number} deltaTime
     * @param {number} currentSpeed
     */
    updateObstacles: function(deltaTime, currentSpeed) {
      // Obstacles, move to Horizon layer.
      var updatedObstacles = this.obstacles.slice(0);
  
      for (var i = 0; i < this.obstacles.length; i++) {
        var obstacle = this.obstacles[i];
        obstacle.update(deltaTime, currentSpeed);
  
        // Clean up existing obstacles.
        if (obstacle.remove) {
          updatedObstacles.shift();
        }
      }
      this.obstacles = updatedObstacles;
  
      if (this.obstacles.length > 0) {
        var lastObstacle = this.obstacles[this.obstacles.length - 1];
  
        if (lastObstacle && !lastObstacle.followingObstacleCreated &&
            lastObstacle.isVisible() &&
            (lastObstacle.xPos + lastObstacle.width + lastObstacle.gap) <
            this.dimensions.WIDTH) {
          this.addNewObstacle(currentSpeed);
          lastObstacle.followingObstacleCreated = true;
        }
      } else {
        // Create new obstacles.
        this.addNewObstacle(currentSpeed);
      }
    },
  
    removeFirstObstacle: function() {
      this.obstacles.shift();
    },
  
    /**
     * Add a new obstacle.
     * @param {number} currentSpeed
     */
    addNewObstacle: function(currentSpeed) {
      var obstacleTypeIndex = getRandomNum(0, Obstacle.types.length - 1);
      var obstacleType = Obstacle.types[obstacleTypeIndex];
  
      // Check for multiples of the same type of obstacle.
      // Also check obstacle is available at current speed.
      if (this.duplicateObstacleCheck(obstacleType.type) ||
          currentSpeed < obstacleType.minSpeed) {
        this.addNewObstacle(currentSpeed);
      } else {
        var obstacleSpritePos = this.spritePos[obstacleType.type];
  
        this.obstacles.push(new Obstacle(this.canvasCtx, obstacleType,
            obstacleSpritePos, this.dimensions,
            this.gapCoefficient, currentSpeed, obstacleType.width));
  
        this.obstacleHistory.unshift(obstacleType.type);
  
        if (this.obstacleHistory.length > 1) {
          this.obstacleHistory.splice(Runner.config.MAX_OBSTACLE_DUPLICATION);
        }
      }
    },
  
    /**
     * Returns whether the previous two obstacles are the same as the next one.
     * Maximum duplication is set in config value MAX_OBSTACLE_DUPLICATION.
     * @return {boolean}
     */
    duplicateObstacleCheck: function(nextObstacleType) {
      var duplicateCount = 0;
  
      for (var i = 0; i < this.obstacleHistory.length; i++) {
        duplicateCount = this.obstacleHistory[i] == nextObstacleType ?
            duplicateCount + 1 : 0;
      }
      return duplicateCount >= Runner.config.MAX_OBSTACLE_DUPLICATION;
    },
  
    /**
     * Reset the horizon layer.
     * Remove existing obstacles and reposition the horizon line.
     */
    reset: function() {
      this.obstacles = [];
      this.horizonLine.reset();
      this.nightMode.reset();
    },
  
    /**
     * Update the canvas width and scaling.
     * @param {number} width Canvas width.
     * @param {number} height Canvas height.
     */
    resize: function(width, height) {
      this.canvas.width = width;
      this.canvas.height = height;
    },
  
    /**
     * Add a new cloud to the horizon.
     */
    addCloud: function() {
      this.clouds.push(new Cloud(this.canvas, this.spritePos.CLOUD,
          this.dimensions.WIDTH));
    }
  };
  })();
  </script>
  </head>
  <body id="t" style="font-family: sans, Arial, sans-serif; font-size: 75%" jstcache="0" class="neterror">
    <div id="main-frame-error" class="interstitial-wrapper" jstcache="0">
      <div id="main-content" jstcache="0">
        <div class="icon icon-generic" jseval="updateIconClass(this.classList, iconClass)" alt="" jstcache="1"></div>
        <div id="main-message" jstcache="0">
          <h1 jsselect="heading" jsvalues=".innerHTML:msg" jstcache="5">This site can’t be reached</h1>
          <p jsselect="summary" jsvalues=".innerHTML:msg" jstcache="2"><strong jscontent="hostName" jstcache="16">{{ hostname }}</strong>’s server IP address could not be found.</p>
          <div id="suggestions-list" style="" jsdisplay="(suggestionsSummaryList &amp;&amp; suggestionsSummaryList.length)" jstcache="6">
            <p jsvalues=".innerHTML:suggestionsSummaryListHeader" jstcache="13"></p>
          </div>
          <div class="error-code" jscontent="errorCode" jstcache="7">ERR_NAME_NOT_RESOLVED</div>
          <div id="diagnose-frame" class="hidden" jstcache="0"></div>
        </div>
      </div>
      <div id="buttons" class="nav-wrapper suggested-right" jstcache="0">
        <div id="control-buttons" hidden="" jstcache="0">
          
          <button id="reload-button" class="blue-button text-button" onclick="trackClick(this.trackingId);
                       reloadButtonClick(this.url);" jsselect="reloadButton" jsvalues=".url:reloadUrl; .trackingId:reloadTrackingId" jscontent="msg" jstcache="8" style="display: none;"></button><button id="show-saved-copy-button" class="blue-button text-button" onclick="showSavedCopyButtonClick()" jsselect="showSavedCopyButton" jscontent="msg" jsvalues="title:title; .primary:primary" jstcache="9" style="display: none;">
          </button>
          <button id="download-button" class="blue-button text-button" onclick="downloadButtonClick()" jsselect="downloadButton" jscontent="msg" jsvalues=".disabledText:disabledMsg" jstcache="10" style="display: none;">
          </button>
        </div>
        <button id="details-button" class="text-button small-link singular" onclick="detailsButtonClick(); toggleHelpBox()" jscontent="details" jsdisplay="(suggestionsDetails &amp;&amp; suggestionsDetails.length > 0) || diagnose" jsvalues=".detailsText:details; .hideDetailsText:hideDetails;" jstcache="3" style="display: none;"></button>
      </div>
      <div id="details" class="hidden" jstcache="0">
        <div class="suggestions" jsselect="suggestionsDetails" jstcache="4" style="display: none;">
          <div class="suggestion-header" jsvalues=".innerHTML:header" jstcache="11"></div>
          <div class="suggestion-body" jsvalues=".innerHTML:body" jstcache="12"></div>
        </div>
      </div>
    </div>
    <div id="sub-frame-error" jstcache="0">
      <!-- Show details when hovering over the icon, in case the details are
           hidden because they're too large. -->
      <div class="icon icon-generic" jseval="updateIconClass(this.classList, iconClass)" jstcache="1"></div>
      <div id="sub-frame-error-details" jsselect="summary" jsvalues=".innerHTML:msg" jstcache="2"><strong jscontent="hostName" jstcache="16">edrpzeutzeprtuert.com</strong>’s server IP address could not be found.</div>
    </div>
  
    <div id="offline-resources" jstcache="0">
      <img id="offline-resources-1x" src="data:image/png;base64,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" jstcache="0">
      <img id="offline-resources-2x" src="data:image/png;base64, " jstcache="0">
      <template id="audio-resources" jstcache="0">
        <audio id="offline-sound-press" src="data:audio/mpeg;base64, " i18n-processed=""></audio>
        <audio id="offline-sound-hit" src="data:audio/mpeg;base64, " i18n-processed=""></audio>
        <audio id="offline-sound-reached" src="data:audio/mpeg;base64, " i18n-processed=""></audio>
      </template>
    </div>
  
  
  <script jstcache="0">// Copyright (c) 2012 The Chromium Authors. All rights reserved.
  // Use of this source code is governed by a BSD-style license that can be
  // found in the LICENSE file.
  
  /**
   * @fileoverview This file defines a singleton which provides access to all data
   * that is available as soon as the page's resources are loaded (before DOM
   * content has finished loading). This data includes both localized strings and
   * any data that is important to have ready from a very early stage (e.g. things
   * that must be displayed right away).
   *
   * Note that loadTimeData is not guaranteed to be consistent between page
   * refreshes (https://crbug.com/740629) and should not contain values that might
   * change if the page is re-opened later.
   */
  
  /** @type {!LoadTimeData} */ var loadTimeData;
  
  // Expose this type globally as a temporary work around until
  // https://github.com/google/closure-compiler/issues/544 is fixed.
  /** @constructor */
  function LoadTimeData(){}
  
  (function() {
    'use strict';
  
    LoadTimeData.prototype = {
      /**
       * Sets the backing object.
       *
       * Note that there is no getter for |data_| to discourage abuse of the form:
       *
       *     var value = loadTimeData.data()['key'];
       *
       * @param {Object} value The de-serialized page data.
       */
      set data(value) {
        expect(!this.data_, 'Re-setting data.');
        this.data_ = value;
      },
  
      /**
       * Returns a JsEvalContext for |data_|.
       * @returns {JsEvalContext}
       */
      createJsEvalContext: function() {
        return new JsEvalContext(this.data_);
      },
  
      /**
       * @param {string} id An ID of a value that might exist.
       * @return {boolean} True if |id| is a key in the dictionary.
       */
      valueExists: function(id) {
        return id in this.data_;
      },
  
      /**
       * Fetches a value, expecting that it exists.
       * @param {string} id The key that identifies the desired value.
       * @return {*} The corresponding value.
       */
      getValue: function(id) {
        expect(this.data_, 'No data. Did you remember to include strings.js?');
        var value = this.data_[id];
        expect(typeof value != 'undefined', 'Could not find value for ' + id);
        return value;
      },
  
      /**
       * As above, but also makes sure that the value is a string.
       * @param {string} id The key that identifies the desired string.
       * @return {string} The corresponding string value.
       */
      getString: function(id) {
        var value = this.getValue(id);
        expectIsType(id, value, 'string');
        return /** @type {string} */ (value);
      },
  
      /**
       * Returns a formatted localized string where $1 to $9 are replaced by the
       * second to the tenth argument.
       * @param {string} id The ID of the string we want.
       * @param {...(string|number)} var_args The extra values to include in the
       *     formatted output.
       * @return {string} The formatted string.
       */
      getStringF: function(id, var_args) {
        var value = this.getString(id);
        if (!value)
          return '';
  
        var args = Array.prototype.slice.call(arguments);
        args[0] = value;
        return this.substituteString.apply(this, args);
      },
  
      /**
       * Returns a formatted localized string where $1 to $9 are replaced by the
       * second to the tenth argument. Any standalone $ signs must be escaped as
       * $$.
       * @param {string} label The label to substitute through.
       *     This is not an resource ID.
       * @param {...(string|number)} var_args The extra values to include in the
       *     formatted output.
       * @return {string} The formatted string.
       */
      substituteString: function(label, var_args) {
        var varArgs = arguments;
        return label.replace(/\$(.|$|\n)/g, function(m) {
          assert(m.match(/\$[$1-9]/), 'Unescaped $ found in localized string.');
          return m == '$$' ? '$' : varArgs[m[1]];
        });
      },
  
      /**
       * Returns a formatted string where $1 to $9 are replaced by the second to
       * tenth argument, split apart into a list of pieces describing how the
       * substitution was performed. Any standalone $ signs must be escaped as $$.
       * @param {string} label A localized string to substitute through.
       *     This is not an resource ID.
       * @param {...(string|number)} var_args The extra values to include in the
       *     formatted output.
       * @return {!Array<!{value: string, arg: (null|string)}>} The formatted
       *     string pieces.
       */
      getSubstitutedStringPieces: function(label, var_args) {
        var varArgs = arguments;
        // Split the string by separately matching all occurrences of $1-9 and of
        // non $1-9 pieces.
        var pieces = (label.match(/(\$[1-9])|(([^$]|\$([^1-9]|$))+)/g) ||
                      []).map(function(p) {
          // Pieces that are not $1-9 should be returned after replacing $$
          // with $.
          if (!p.match(/^\$[1-9]$/)) {
            assert(
                (p.match(/\$/g) || []).length % 2 == 0,
                'Unescaped $ found in localized string.');
            return {value: p.replace(/\$\$/g, '$'), arg: null};
          }
  
          // Otherwise, return the substitution value.
          return {value: varArgs[p[1]], arg: p};
        });
  
        return pieces;
      },
  
      /**
       * As above, but also makes sure that the value is a boolean.
       * @param {string} id The key that identifies the desired boolean.
       * @return {boolean} The corresponding boolean value.
       */
      getBoolean: function(id) {
        var value = this.getValue(id);
        expectIsType(id, value, 'boolean');
        return /** @type {boolean} */ (value);
      },
  
      /**
       * As above, but also makes sure that the value is an integer.
       * @param {string} id The key that identifies the desired number.
       * @return {number} The corresponding number value.
       */
      getInteger: function(id) {
        var value = this.getValue(id);
        expectIsType(id, value, 'number');
        expect(value == Math.floor(value), 'Number isn\'t integer: ' + value);
        return /** @type {number} */ (value);
      },
  
      /**
       * Override values in loadTimeData with the values found in |replacements|.
       * @param {Object} replacements The dictionary object of keys to replace.
       */
      overrideValues: function(replacements) {
        expect(
            typeof replacements == 'object',
            'Replacements must be a dictionary object.');
        for (var key in replacements) {
          this.data_[key] = replacements[key];
        }
      }
    };
  
    /**
     * Checks condition, displays error message if expectation fails.
     * @param {*} condition The condition to check for truthiness.
     * @param {string} message The message to display if the check fails.
     */
    function expect(condition, message) {
      if (!condition) {
        console.error(
            'Unexpected condition on ' + document.location.href + ': ' + message);
      }
    }
  
    /**
     * Checks that the given value has the given type.
     * @param {string} id The id of the value (only used for error message).
     * @param {*} value The value to check the type on.
     * @param {string} type The type we expect |value| to be.
     */
    function expectIsType(id, value, type) {
      expect(
          typeof value == type, '[' + value + '] (' + id + ') is not a ' + type);
    }
  
    expect(!loadTimeData, 'should only include this file once');
    loadTimeData = new LoadTimeData;
  })();
  </script><script jstcache="0">loadTimeData.data = {"details":"Details","errorCode":"ERR_NAME_NOT_RESOLVED","fontfamily":"sans, Arial, sans-serif","fontsize":"75%","heading":{"hostName":"edrpzeutzeprtuert.com","msg":"This site can’t be reached"},"hideDetails":"Hide details","iconClass":"icon-generic","language":"en","suggestionsSummaryList":[{"searchTerms":"edrpzeutzeprtuert","searchUrl":"https://www.google.fr/search?q=edrpzeutzeprtuert","summary":"Search Google for \u003Ca jsvalues=\"href:searchUrl;.jstdata:$this\" onclick=\"linkClicked(this.jstdata)\" jscontent=\"searchTerms\" id=\"search-link\">\u003C/a>","trackingId":0}],"summary":{"failedUrl":"http://edrpzeutzeprtuert.com/","hostName":"edrpzeutzeprtuert.com","msg":"\u003Cstrong jscontent=\"hostName\">\u003C/strong>’s server IP address could not be found."},"textdirection":"ltr","title":"edrpzeutzeprtuert.com"};</script><script jstcache="0">// Copyright (c) 2012 The Chromium Authors. All rights reserved.
  // Use of this source code is governed by a BSD-style license that can be
  // found in the LICENSE file.
  
  // Note: vulcanize sometimes disables GRIT processing. If you're importing i18n
  // stuff with <link rel="import">, you should probably be using
  // html/i18n_template.html instead of this file.
  
  // // Copyright (c) 2012 The Chromium Authors. All rights reserved.
  // Use of this source code is governed by a BSD-style license that can be
  // found in the LICENSE file.
  
  /** @typedef {Document|DocumentFragment|Element} */
  var ProcessingRoot;
  
  /**
   * @fileoverview This is a simple template engine inspired by JsTemplates
   * optimized for i18n.
   *
   * It currently supports three handlers:
   *
   *   * i18n-content which sets the textContent of the element.
   *
   *     <span i18n-content="myContent"></span>
   *
   *   * i18n-options which generates <option> elements for a <select>.
   *
   *     <select i18n-options="myOptionList"></select>
   *
   *   * i18n-values is a list of attribute-value or property-value pairs.
   *     Properties are prefixed with a '.' and can contain nested properties.
   *
   *     <span i18n-values="title:myTitle;.style.fontSize:fontSize"></span>
   *
   * This file is a copy of i18n_template.js, with minor tweaks to support using
   * load_time_data.js. It should replace i18n_template.js eventually.
   */
  
  var i18nTemplate = (function() {
    /**
     * This provides the handlers for the templating engine. The key is used as
     * the attribute name and the value is the function that gets called for every
     * single node that has this attribute.
     * @type {!Object}
     */
    var handlers = {
      /**
       * This handler sets the textContent of the element.
       * @param {!HTMLElement} element The node to modify.
       * @param {string} key The name of the value in |data|.
       * @param {!LoadTimeData} data The data source to draw from.
       * @param {!Set<ProcessingRoot>} visited
       */
      'i18n-content': function(element, key, data, visited) {
        element.textContent = data.getString(key);
      },
  
      /**
       * This handler adds options to a <select> element.
       * @param {!HTMLElement} select The node to modify.
       * @param {string} key The name of the value in |data|. It should
       *     identify an array of values to initialize an <option>. Each value,
       *     if a pair, represents [content, value]. Otherwise, it should be a
       *     content string with no value.
       * @param {!LoadTimeData} data The data source to draw from.
       * @param {!Set<ProcessingRoot>} visited
       */
      'i18n-options': function(select, key, data, visited) {
        var options = data.getValue(key);
        options.forEach(function(optionData) {
          var option = typeof optionData == 'string' ?
              new Option(optionData) :
              new Option(optionData[1], optionData[0]);
          select.appendChild(option);
        });
      },
  
      /**
       * This is used to set HTML attributes and DOM properties. The syntax is:
       *   attributename:key;
       *   .domProperty:key;
       *   .nested.dom.property:key
       * @param {!HTMLElement} element The node to modify.
       * @param {string} attributeAndKeys The path of the attribute to modify
       *     followed by a colon, and the name of the value in |data|.
       *     Multiple attribute/key pairs may be separated by semicolons.
       * @param {!LoadTimeData} data The data source to draw from.
       * @param {!Set<ProcessingRoot>} visited
       */
      'i18n-values': function(element, attributeAndKeys, data, visited) {
        var parts = attributeAndKeys.replace(/\s/g, '').split(/;/);
        parts.forEach(function(part) {
          if (!part)
            return;
  
          var attributeAndKeyPair = part.match(/^([^:]+):(.+)$/);
          if (!attributeAndKeyPair)
            throw new Error('malformed i18n-values: ' + attributeAndKeys);
  
          var propName = attributeAndKeyPair[1];
          var propExpr = attributeAndKeyPair[2];
  
          var value = data.getValue(propExpr);
  
          // Allow a property of the form '.foo.bar' to assign a value into
          // element.foo.bar.
          if (propName[0] == '.') {
            var path = propName.slice(1).split('.');
            var targetObject = element;
            while (targetObject && path.length > 1) {
              targetObject = targetObject[path.shift()];
            }
            if (targetObject) {
              targetObject[path] = value;
              // In case we set innerHTML (ignoring others) we need to recursively
              // check the content.
              if (path == 'innerHTML') {
                for (var i = 0; i < element.children.length; ++i) {
                  processWithoutCycles(element.children[i], data, visited, false);
                }
              }
            }
          } else {
            element.setAttribute(propName, /** @type {string} */ (value));
          }
        });
      }
    };
  
    var prefixes = [''];
  
    // Only look through shadow DOM when it's supported. As of April 2015, iOS
    // Chrome doesn't support shadow DOM.
    if (Element.prototype.createShadowRoot)
      prefixes.push('* /deep/ ');
  
    var attributeNames = Object.keys(handlers);
    var selector = prefixes
                       .map(function(prefix) {
                         return prefix + '[' +
                             attributeNames.join('], ' + prefix + '[') + ']';
                       })
                       .join(', ');
  
    /**
     * Processes a DOM tree using a |data| source to populate template values.
     * @param {!ProcessingRoot} root The root of the DOM tree to process.
     * @param {!LoadTimeData} data The data to draw from.
     */
    function process(root, data) {
      processWithoutCycles(root, data, new Set(), true);
    }
  
    /**
     * Internal process() method that stops cycles while processing.
     * @param {!ProcessingRoot} root
     * @param {!LoadTimeData} data
     * @param {!Set<ProcessingRoot>} visited Already visited roots.
     * @param {boolean} mark Whether nodes should be marked processed.
     */
    function processWithoutCycles(root, data, visited, mark) {
      if (visited.has(root)) {
        // Found a cycle. Stop it.
        return;
      }
  
      // Mark the node as visited before recursing.
      visited.add(root);
  
      var importLinks = root.querySelectorAll('link[rel=import]');
      for (var i = 0; i < importLinks.length; ++i) {
        var importLink = /** @type {!HTMLLinkElement} */ (importLinks[i]);
        if (!importLink.import) {
          // Happens when a <link rel=import> is inside a <template>.
          // TODO(dbeam): should we log an error if we detect that here?
          continue;
        }
        processWithoutCycles(importLink.import, data, visited, mark);
      }
  
      var templates = root.querySelectorAll('template');
      for (var i = 0; i < templates.length; ++i) {
        var template = /** @type {HTMLTemplateElement} */ (templates[i]);
        if (!template.content)
          continue;
        processWithoutCycles(template.content, data, visited, mark);
      }
  
      var isElement = root instanceof Element;
      if (isElement && root.webkitMatchesSelector(selector))
        processElement(/** @type {!Element} */ (root), data, visited);
  
      var elements = root.querySelectorAll(selector);
      for (var i = 0; i < elements.length; ++i) {
        processElement(elements[i], data, visited);
      }
  
      if (mark) {
        var processed = isElement ? [root] : root.children;
        if (processed) {
          for (var i = 0; i < processed.length; ++i) {
            processed[i].setAttribute('i18n-processed', '');
          }
        }
      }
    }
  
    /**
     * Run through various [i18n-*] attributes and populate.
     * @param {!Element} element
     * @param {!LoadTimeData} data
     * @param {!Set<ProcessingRoot>} visited
     */
    function processElement(element, data, visited) {
      for (var i = 0; i < attributeNames.length; i++) {
        var name = attributeNames[i];
        var attribute = element.getAttribute(name);
        if (attribute != null)
          handlers[name](element, attribute, data, visited);
      }
    }
  
    return {process: process};
  }());
  
  // // Copyright 2017 The Chromium Authors. All rights reserved.
  // Use of this source code is governed by a BSD-style license that can be
  // found in the LICENSE file.
  
  i18nTemplate.process(document, loadTimeData);
  
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  </script><script jstcache="0">var tp = document.getElementById('t');jstProcess(loadTimeData.createJsEvalContext(), tp);</script></body></html>