<commit_before>var state_running = function(game) {
    return {
        create: function(game) {
            this.graphics = game.add.graphics(0, 0);
            this.firstTouchY = null;
            this.dragY = null;

            // This bit is here because the image needs to be loaded first
            // The physics engine is a requirement for gravity to take effect on the particles =(
            game.physics.startSystem(Phaser.Physics.ARCADE);
            var emitter = game.add.emitter(objects.runner.findCenterX(), constants.groundHeight + 10, 20);
            emitter.makeParticles('dirtParticle');
            emitter.gravity = 1000;
            emitter.setYSpeed(-150, -200);
            emitter.setXSpeed(-200, 200);
            emitter.minParticleScale = 2;
            emitter.maxParticleScale = 5;
            emitter.alpha = 0.5;
            emitter.bounce.setTo(0.5, 0.5);
            objects.runner.onLand.add(function() {
                emitter.start(true, 1000, null, 5);
            });

            var textStyle = {
                fill: colorPalette.text,
                boundsAlignH: "center",
                boundsAlignV: "middle"
            };
            objects.scoreDisplay = game.add.text(20, constants.groundHeight + (constants.runnerSize / 2), gameState.score, textStyle);
            objects.scoreDisplay.anchor.y = 0.5;
            objects.scoreDisplay.anchor.x = 0;
            objects.scoreDisplay.setShadow(1, 1, colorPalette.textShadow);
            objects.highScoreDisplay = game.add.text(game.world.width - 20, constants.groundHeight + (constants.runnerSize / 2), "", textStyle);
            objects.highScoreDisplay.anchor.y = 0.5;
            objects.highScoreDisplay.anchor.x = 1;
            objects.highScoreDisplay.setShadow(1, 1, colorPalette.black);

            var bottomText = game.add.bitmapText(Math.max(game.world.centerX - 150, 0), 75, 'titleOrange', 'Square', 64);
            var topText = game.add.bitmapText(Math.min(bottomText.right + 100, game.world.width), 25, 'titlePurple', 'Squared', 64);
            topText.anchor.x = 1;

            setupGame(this);
        },

        update: function(game) {<commit_msg>tech - removing dead line, no other physics objects = no bounce?<commit_after>var state_running = function(game) {
    return {
        create: function(game) {
            this.graphics = game.add.graphics(0, 0);
            this.firstTouchY = null;
            this.dragY = null;

            // This bit is here because the image needs to be loaded first
            // The physics engine is a requirement for gravity to take effect on the particles =(
            game.physics.startSystem(Phaser.Physics.ARCADE);
            var emitter = game.add.emitter(objects.runner.findCenterX(), constants.groundHeight + 10, 20);
            emitter.makeParticles('dirtParticle');
            emitter.gravity = 1000;
            emitter.setYSpeed(-150, -200);
            emitter.setXSpeed(-200, 200);
            emitter.minParticleScale = 2;
            emitter.maxParticleScale = 5;
            emitter.alpha = 0.5;

            objects.runner.onLand.add(function() {
                emitter.start(true, 1000, null, 5);
            });

            var textStyle = {
                fill: colorPalette.text,
                boundsAlignH: "center",
                boundsAlignV: "middle"
            };
            objects.scoreDisplay = game.add.text(20, constants.groundHeight + (constants.runnerSize / 2), gameState.score, textStyle);
            objects.scoreDisplay.anchor.y = 0.5;
            objects.scoreDisplay.anchor.x = 0;
            objects.scoreDisplay.setShadow(1, 1, colorPalette.textShadow);
            objects.highScoreDisplay = game.add.text(game.world.width - 20, constants.groundHeight + (constants.runnerSize / 2), "", textStyle);
            objects.highScoreDisplay.anchor.y = 0.5;
            objects.highScoreDisplay.anchor.x = 1;
            objects.highScoreDisplay.setShadow(1, 1, colorPalette.black);

            var bottomText = game.add.bitmapText(Math.max(game.world.centerX - 150, 0), 75, 'titleOrange', 'Square', 64);
            var topText = game.add.bitmapText(Math.min(bottomText.right + 100, game.world.width), 25, 'titlePurple', 'Squared', 64);
            topText.anchor.x = 1;

            setupGame(this);
        },

        update: function(game) {
{'fraction_non_alphanumeric': 0.11608775137111517, 'fraction_numerical': 0.029707495429616086, 'mean_word_length': 2.043810848400556, 'pattern_counts': {'":': 0, '<': 3, '<?xml version=': 0, '>': 3, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '1428138', 'n_tokens_mistral': 1354, 'n_tokens_neox': 1207, 'n_words': 257}