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index.html
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<html>
<head>
<meta charset="UTF-8">
<style>
body {
background-color: #efe4b0;
}
</style>
</head>
<body>
<!--
https://github.com/Areso/Tasogare-doki
Ephemeral
Super Secret Stash
Scale With A Song - the game as long as single song
In a webpage
https://onlinepngtools.com/create-transparent-png
https://www.youtube.com/watch?v=Bv_J0j9hr0E tic-tac
https://opengameart.org/content/school-girl
You play as a little girl who had last. You should find path to home, where mother and father are awaiting you. Avoid monsters or they will eat you. They see one 1 square straight and diagonally both. Find home before music ends, or monsters will find you!
Actual version of the game could be found here: Mirror1: cosmodream.ga/Tasogare-doki Mirror2: areso.github.io/Tasogare-doki
Technology Notes: special thanks to Notepad Plus Plus ( https://github.com/notepad-plus-plus/notepad-plus-plus )
Вы играете за маленькую девочку, которая потерялась. Вы должны найти путь домой, где мама и папа ждут вас. Избегайте монстров или они вас съедят. Они видят 1 квадрат и по диагонали и по прямым. Найдите дом, прежде чем музыка закончится, или монстры съедят вас!
Актуальная версия игры здесь: Зеркало1: cosmodream.ga/Tasogare-doki Зеркало2: areso.github.io/Tasogare-doki
Технозаметка: специальное спасибо Notepad++ ( https://github.com/notepad-plus-plus/notepad-plus-plus )
-->
<canvas width="800" height="480" id="canvasMap" class="canvas" style="z-index:-1">Your browser doesn't support Canvas. Please use more modern browser!</canvas>
<canvas width="240" height="240" id="canvasControls" class="canvas" style="z-index:-1;position: absolute; left:800;top:0">Your browser doesn't support Canvas. Please use more modern browser!</canvas>
<img src="objects/pointer-b.png" style="z-index:0;position: absolute; left:900;top:0">
<div id="divTimeLeft" style="z-index:2;position: absolute; left:800;top:0"></div>
<!--<div id="divMuteMusic" onclick="mutemusic() "style="z-index:1;position: absolute; left:900;top:0"></div>-->
<button id="buttonMuteMusic" onclick="mutemusic()" type="button" style="z-index:2;position: absolute; left:980;top:0; display:none" >Mute music!</button>
<img src="objects/pointer-l.png" onclick="game.tryleft()" style="z-index:1;position: absolute; left:800;top:160">
<img src="objects/pointer-r.png" onclick="game.tryright()" style="z-index:1;position: absolute; left:1040;top:160">
<img src="objects/pointer-u.png" onclick="game.tryup()" style="z-index:1;position: absolute; left:920;top:40">
<img src="objects/pointer-d.png" onclick="game.trydown()" style="z-index:1;position: absolute; left:920;top:280">
<a href="https://github.com/Areso/Tasogare-doki"><img src="objects/forkme.png" onclick="game.trydown()" style="z-index:2;position: absolute; left:520;top:280"></a>
<audio id="myAudio">
<source src="music/Musopen_-_In_the_Hall_Of_The_Mountain_King.mp3" type="audio/mpeg">
Your browser does not support the audio element.
</audio>
</body>
<script>
//GLOBALMAP
/*
var globalMap = [
[0,0,0,0,0,0,1,1,1,1],
[0,0,0,0,0,0,1,2,2,1],
[0,0,0,0,0,0,1,2,2,1],
[0,0,0,0,0,0,1,1,1,1],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0]
]
var globalObjects = [
[0,0,2,0,0,2,0,0,0,0],
[0,0,0,2,0,3,0,5,5,0],
[2,0,0,0,0,2,0,5,5,0],
[0,2,0,0,2,0,0,0,0,0],
[0,0,0,0,0,0,2,0,2,2],
[2,2,2,0,0,2,0,3,0,0],
[0,3,0,0,0,0,0,0,2,2],
[2,0,2,2,0,0,2,0,0,0],
[2,0,0,0,0,0,3,0,3,0],
[2,4,2,2,0,2,2,2,2,2]
]*/
var globalMap = [
[0,0,0,0,0,0,1,1,1,1,0,0],
[0,0,0,0,0,0,1,2,2,1,0,0],
[0,0,0,0,0,0,1,2,2,1,0,0],
[0,0,0,0,0,0,1,1,1,1,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0]
]
var globalObjects = [
[6,0,2,0,0,2,0,0,0,0,2,2],
[0,0,0,2,0,3,0,5,5,0,2,2],
[2,0,0,0,0,2,0,5,5,0,2,2],
[0,2,0,0,2,0,0,0,0,0,2,2],
[0,0,0,0,0,0,2,0,2,2,2,2],
[2,2,2,0,0,2,0,3,0,0,2,4],
[0,3,0,0,0,0,0,0,2,2,0,0],
[2,0,2,2,0,0,0,0,0,0,0,0],
[2,0,0,0,0,0,2,0,0,0,2,0],
[2,0,2,0,2,0,2,2,3,2,0,2],
[0,0,3,0,0,0,0,0,0,0,0,0],
[0,2,0,2,2,0,2,0,2,0,2,0]
]
var canvas_map = document.getElementById("canvasMap");
var ctx_map = canvas_map.getContext("2d");
var tile_grass = loadImage('tiles/grass.png', composite_gm);//use forward slashes for Linux and Windows compatible. \ this slash works only in Windows.
var tile_sand = loadImage('tiles/sand.png', composite_gm);
var tile_snow = loadImage('tiles/snow.png', composite_gm);
var tile_water = loadImage('tiles/water.png', composite_gm);
var tile_black = loadImage('tiles/black.png', composite_gm);
var tile_char = loadImage('objects/character.png', composite_objects);
var tile_tree = loadImage('objects/tree.png', composite_objects);
var tile_monster = loadImage('objects/monster.png', composite_objects);
var tile_bloody_monster = loadImage('objects/bloody_monster.png', composite_objects);
var tile_house = loadImage('objects/house.png', composite_objects);
var tile_cabin = loadImage('objects/cabin.png', composite_objects);
var sizeOfMap = 12;
mytext = "Вы потерялись на берегу озера. Найдите дом прежде, чем закончится музыка \n";
mytext = mytext+"Монстры неподвижны, пока слушают музыку. Как только музыка закончится, они найдус вас и съедят \n";
mytext = mytext+"Не приближайтесь к монстрам или они вас съедят. Они видят на 1 клетку по диагонали и по прямым \n";
mytext = mytext+"У вас всего одна попытка, чтобы пройти игру. Играйте аккуратно! \n";
mytext = mytext+"You are lost on the lake shore. Find your home before music ends \n";
mytext = mytext+"Monsters are still, while they are listening the music. As soon as music ends, they will find and eat you \n";
mytext = mytext+"Dont come close to monsters or they would eat you. They see one 1 square straight and diagonally both \n";
mytext = mytext+"You have only chance to find path to your home. Be careful!";
mydiedText = "К сожалению, вы уже умерли. Второго шанса нет! \n";
mydiedText = mydiedText + "Sadly, but you are already died. There are no second chance!";
myhomeText = "Вы уже дома! Нет необходимости снова искать путь домой \n";
myhomeText = myhomeText+ "You are safe in your home. There is no need to find path to home again";
mycabinText = "Вы нашли лесную заимку с секретной комнатой! Тут есть немного еды и воды! \n";
mycabinText = mycabinText+ "You are found cabin in the forest! There is secret room with food and water";
var imagesLoadedMap = 0;
var monsterArray = [];
var arry = [];
var musicPlay = false;
var playedTime = 0;
var mytimer = 0;
function mutemusic() {
console.log("try mute music");
document.getElementById('myAudio').volume=0;
}
function timeleft () {
playedTime = playedTime + 1;
if (playedTime < 153) {
document.getElementById("divTimeLeft").innerText = 153 - playedTime;
} else {
game.wasted();
}
}
function populate() {
for (i=0; i < sizeOfMap; i++) {
nestedArry = [];
for (j=0; j < sizeOfMap; j++) {
nestedArry.push(0);
}
arry.push(nestedArry);
}
game.initFog();
}
var initted = false;
function populate_monster_list () {
for (i = 0; i < sizeOfMap; i++) {
for (j = 0; j < sizeOfMap; j++) {
if (globalObjects[i][j]===3) {
mymonster = new Monster("monster", j, i);
//console.log(myperson)
monsterArray.push(mymonster);
}
}
}
function Monster(monster, coordx, coordy) {
this.monster = monster;
this.coordx = coordx;
this.coordy = coordy;
}
}
populate_monster_list();
function composite_gm() {
//console.log('we are here 2')
imagesLoadedMap = imagesLoadedMap*1 + 1;
if (imagesLoadedMap > 1) {
// composite now
//ctx.globalAlpha = 1.00;
//console.log('we are here 3')
for (i = 0; i < sizeOfMap; i++) {
for (j = 0; j < sizeOfMap; j++) {
//console.log(globalMap[i][j])
if (globalMap[j][i] === 0) {
//console.log('draw grass')
ctx_map.drawImage(tile_grass, i * 32, j * 32); //draw background
}
if (globalMap[j][i] === 1) {
//console.log('draw sand')
ctx_map.drawImage(tile_sand, i * 32, j * 32); //draw background
}
if (globalMap[j][i] === 2) {
//console.log('draw water')
ctx_map.drawImage(tile_water, i * 32, j * 32); //draw background
}
if (globalMap[j][i] === 3) {
//console.log('draw ice')
ctx_map.drawImage(tile_ice, i * 32, j * 32); //draw background
}
}
}
//console.log(globalMap)
}
composite_objects();
composite_blackfrog();
}
function composite_objects() {
//console.log('we are composing objects')
imagesLoadedMap = imagesLoadedMap*1 + 1;
if (imagesLoadedMap > 1) {
// composite now
//ctx.globalAlpha = 1.00;
//console.log('we are here 3')
dead = 0
for (i = 0; i < sizeOfMap; i++) {
for (j = 0; j < sizeOfMap; j++) {
//console.log(globalObjects[i][j])
if (globalObjects[j][i] === 0) {
//console.log('draw grass')
//nothing
}
/*
if (globalObjects[i][j] === 1) {
//console.log('draw character')
ctx_map.drawImage(tile_char, i * 32, j * 32);
}
*/
if (globalObjects[j][i] === 2) {
//console.log('draw obstruction')
ctx_map.drawImage(tile_tree, i * 32, j * 32);
}
if (globalObjects[j][i] === 3) {
//console.log('draw monster')
ctx_map.drawImage(tile_monster, i * 32, j * 32);
}
if (globalObjects[j][i] === 7) {
//console.log('draw monster')
//WHAT? TODO
//ctx_map.drawImage(tile_bloody_monster, i * 32, j * 32);
dead = 1;
}
if (globalObjects[j][i] === 4) {
//console.log('draw house')
ctx_map.drawImage(tile_house, i * 32, j * 32);
}
if (globalObjects[j][i] === 6) {
//console.log('draw secret cabin')
ctx_map.drawImage(tile_cabin, i * 32, j * 32);
}
}
}
if (dead !== 1) {
ctx_map.drawImage(tile_char, game.charcoordx * 32, game.charcoordy * 32);
} else {
ctx_map.drawImage(tile_bloody_monster, game.charcoordx * 32, game.charcoordy * 32);
}
if (initted === false) {
populate();
initted = true;
}
game.addFog();
}
}
function composite_blackfrog() {
imagesLoadedMap = imagesLoadedMap*1 + 1;
//console.log(imagesLoadedMap > 0);
if (imagesLoadedMap > 0) {
//console.log('we are composing blackfrog')
// composite now
//ctx.globalAlpha = 1.00;
//console.log('we are here 3')
for (i = 0; i < sizeOfMap; i++) {
for (j = 0; j < sizeOfMap; j++) {
//console.log('we are inside nested loop')
//console.log(globalObjects[i][j])
if (game.blackfrog[j][i] === 0) {
//console.log(game.blackfrog[i][j])
//console.log('draw black tiles')
//console.log("i is "+i+"; j is "+j);
ctx_map.drawImage(tile_black, i * 32, j * 32);
}
if (game.blackfrog[j][i] === 1) {
}
}
}
}
}
function loadImage(src, onload) {
var img = new Image();
img.onload = onload;
img.src = src;
return img;
}
document.onkeyup = function(e) {
if(e.keyCode == 38 || e.keyCode == 87) {
game.tryup()
}
if(e.keyCode == 37 || e.keyCode == 65) {
game.tryleft()
}
if(e.keyCode == 40 || e.keyCode == 83) {
game.trydown()
}
if(e.keyCode == 68 || e.keyCode == 39) {
game.tryright()
}
}
var game = {
charcoordx: 8,
charcoordy: 0,
blackfrog: [],
tryup: function() {
if (musicPlay===false) {
isPlayed = localStorage.getItem('played');
if( isPlayed ) {
if (isPlayed === "10") {
alert(mydiedText);
}
if (isPlayed === "11") {
alert(myhomeText);
}
} else {
mytimer = setInterval(timeleft, 1000);
musicPlay = true;
document.getElementById('myAudio').play();
document.getElementById('buttonMuteMusic').style="z-index:1;position: absolute; left:980;top:0;";
alert(mytext);
}
}
isPlayed = localStorage.getItem('played');
if (isPlayed) {
if (isPlayed === "10") {
alert(mydiedText);
}
if (isPlayed === "11") {
alert(myhomeText);
}
} else {
//console.log("up") //up arrow 39, w 87
if (game.charcoordy > 0) { //otherwise we are already in the lower part of field
//console.log('current char coord is '+game.charcoordx+' '+game.charcoordy)
isItHouse = false;
isItHouse = globalObjects[game.charcoordy - 1][game.charcoordx] === 4 ? true : false;
isItCabin = false;
isItCabin = globalObjects[game.charcoordy - 1][game.charcoordx] === 6 ? true : false;
if (globalObjects[game.charcoordy - 1][game.charcoordx] === 0 || isItHouse || isItCabin) {
//then move!
//console.log('move up!');
game.charcoordy = game.charcoordy - 1;
composite_gm();
//composite_objects();
game.monster_check();
if (isItHouse) {
game.win();
}
if (isItCabin) {
alert(mycabinText);
}
}
}
}
},
tryleft: function() {
//console.log("left") //right arrow 39, d 68
if (musicPlay===false) {
isPlayed = localStorage.getItem('played');
if( isPlayed ) {
if (isPlayed === "10") {
alert(mydiedText);
}
if (isPlayed === "11") {
alert(myhomeText);
}
} else {
mytimer = setInterval(timeleft, 1000);
musicPlay = true;
document.getElementById('myAudio').play();
document.getElementById('buttonMuteMusic').style="z-index:1;position: absolute; left:980;top:0;";
alert(mytext);
}
}
isPlayed = localStorage.getItem('played');
if (isPlayed) {
if (isPlayed === "10") {
alert(mydiedText);
}
if (isPlayed === "11") {
alert(myhomeText);
}
} else {
if (game.charcoordx > 0) { //otherwise we are already in the left part of field
//console.log('current char coord is '+game.charcoordx+' '+game.charcoordy)
isItHouse = false;
isItHouse = globalObjects[game.charcoordy][game.charcoordx - 1] === 4 ? true : false;
isItCabin = false;
isItCabin = globalObjects[game.charcoordy][game.charcoordx - 1] === 6 ? true : false;
if (globalObjects[game.charcoordy][game.charcoordx - 1] === 0 || isItHouse || isItCabin) {
//then move!!!
//console.log('move left!');
game.charcoordx = game.charcoordx - 1;
composite_gm();
//composite_objects();
game.monster_check();
if (isItHouse) {
game.win();
}
if (isItCabin) {
alert(mycabinText);
}
}
}
}
},
trydown: function() {
if (musicPlay===false) {
isPlayed = localStorage.getItem('played');
if( isPlayed ) {
if (isPlayed === "10") {
alert(mydiedText);
}
if (isPlayed === "11") {
alert(myhomeText);
}
} else {
mytimer = setInterval(timeleft, 1000);
musicPlay = true;
document.getElementById('myAudio').play();
document.getElementById('buttonMuteMusic').style="z-index:1;position: absolute; left:980;top:0;";
alert(mytext);
}
}
isPlayed = localStorage.getItem('played');
if (isPlayed) {
if (isPlayed === "10") {
alert(mydiedText);
}
if (isPlayed === "11") {
alert(myhomeText);
}
} else {
if (game.charcoordy < sizeOfMap - 1) { //otherwise we are already in the upper part of field
//console.log('current char coord is '+game.charcoordx+' '+game.charcoordy)
isItHouse = false;
isItHouse = globalObjects[game.charcoordy + 1][game.charcoordx] === 4 ? true : false;
isItCabin = false;
isItCabin = globalObjects[game.charcoordy + 1][game.charcoordx] === 6 ? true : false;
//console.log(isItHouse)
if (globalObjects[game.charcoordy + 1][game.charcoordx] === 0 || isItHouse || isItCabin) {
//then move!
//console.log('move down!');
game.charcoordy = game.charcoordy + 1;
composite_gm();
//composite_objects();
game.monster_check();
if (isItHouse) {
game.win();
}
if (isItCabin) {
alert(mycabinText);
}
}
}
}
},
tryright: function() {
if (musicPlay===false) {
isPlayed = localStorage.getItem('played');
if( isPlayed ) {
if (isPlayed === "10") {
alert(mydiedText);
}
if (isPlayed === "11") {
alert(myhomeText);
}
} else {
mytimer = setInterval(timeleft, 1000);
musicPlay = true;
document.getElementById('myAudio').play();
document.getElementById('buttonMuteMusic').style="z-index:1;position: absolute; left:980;top:0;";
alert(mytext);
}
}
isPlayed = localStorage.getItem('played');
if (isPlayed) {
if (isPlayed === "10") {
alert(mydiedText);
}
if (isPlayed === "11") {
alert(myhomeText);
}
} else {
//console.log("right") //right arrow 39, d 68
isItHouse = false;
isItHouse = globalObjects[game.charcoordy][game.charcoordx + 1] === 4 ? true : false;
isItCabin = false;
isItCabin = globalObjects[game.charcoordy][game.charcoordx + 1] === 6 ? true : false;
if (game.charcoordx < sizeOfMap - 1) { //otherwise we are already in the right part of field
//console.log('current char coord is '+game.charcoordx+' '+game.charcoordy)
if (globalObjects[game.charcoordy][game.charcoordx + 1] === 0 || isItHouse || isItCabin) {
//then move!
//console.log('move right!');
game.charcoordx = game.charcoordx + 1;
composite_gm();
//composite_objects();
game.monster_check();
if (isItHouse) {
game.win();
}
if (isItCabin) {
alert(mycabinText);
}
}
}
}
},
monster_check: function () {
for (index = 0; index < monsterArray.length; ++index) {
//console.log(monsterArray[index]);
//console.log('charx is '+game.charcoordx+' charxy is '+game.charcoordy)
if (Math.abs(game.charcoordy-monsterArray[index].coordy)<=1) {
if (Math.abs(game.charcoordx-monsterArray[index].coordx)<=1) {
//TODO FIX THAT
//monsterArray[index].coordx = game.charcoordx;
//monsterArray[index].coordy = game.charcoordy;
globalObjects[game.charcoordx][game.charcoordy] = 7;
globalObjects[monsterArray[index].coordy][monsterArray[index].coordx] = 0;
composite_gm();
game.wasted();
}
}
}
},
wasted: function() {
console.log("om-nom");
clearTimeout(mytimer);
localStorage.setItem('played', 10);
document.getElementById('myAudio').volume=0;
alert('Вас съели! You were eaten!');
},
win: function() {
console.log("you are winner!");
clearTimeout(mytimer);
localStorage.setItem('played', 11);
document.getElementById('myAudio').volume=0;
alert('Вы нашли дом! You found the home!');
},
addFog: function () {
//console.log("Adding black fog");
//flush cache
for (i = 0; i < sizeOfMap; i++) {
for (j = 0; j < sizeOfMap; j++) {
game.blackfrog[i][j] = 0;
}
}
for (i = 0; i < sizeOfMap; i++) {
for (j = 0; j < sizeOfMap; j++) {
if (Math.abs(game.charcoordx-j)<3 && Math.abs(game.charcoordy-i)<3) {
if (Math.abs(game.charcoordx-j)===Math.abs(game.charcoordy-i) && Math.abs(game.charcoordy-i)===2) {
//corner
} else {
game.blackfrog[i][j]=1;
}
}
}
}
composite_blackfrog();
},
initFog: function () {
game.blackfrog = arry;
}
};
</script>
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