// noinspection JSUnresolvedReference /** * Field Google Map */ /* global jQuery, document, redux_change, redux, google */ (function ( $ ) { 'use strict'; redux.field_objects = redux.field_objects || {}; redux.field_objects.google_maps = redux.field_objects.google_maps || {}; /* LIBRARY INIT */ redux.field_objects.google_maps.init = function ( selector ) { if ( ! selector ) { selector = $( document ).find( '.redux-group-tab:visible' ).find( '.redux-container-google_maps:visible' ); } $( selector ).each( function ( i ) { let delayRender; const el = $( this ); let parent = el; if ( ! el.hasClass( 'redux-field-container' ) ) { parent = el.parents( '.redux-field-container:first' ); } if ( parent.is( ':hidden' ) ) { return; } if ( parent.hasClass( 'redux-field-init' ) ) { parent.removeClass( 'redux-field-init' ); } else { return; } // Check for delay render, which is useful for calling a map // render after JavaScript load. delayRender = Boolean( el.find( '.redux_framework_google_maps' ).data( 'delay-render' ) ); // API Key button. redux.field_objects.google_maps.clickHandler( el ); // Init our maps. redux.field_objects.google_maps.initMap( el, i, delayRender ); } ); }; /* INIT MAP FUNCTION */ redux.field_objects.google_maps.initMap = async function ( el, idx, delayRender ) { let delayed; let scrollWheel; let streetView; let mapType; let address; let defLat; let defLong; let defaultZoom; let mapOptions; let geocoder; let g_autoComplete; let g_LatLng; let g_map; let noLatLng = false; // Pull the map class. const mapClass = el.find( '.redux_framework_google_maps' ); const containerID = mapClass.attr( 'id' ); const autocomplete = containerID + '_autocomplete'; const canvas = containerID + '_map_canvas'; const canvasId = $( '#' + canvas ); const latitude = containerID + '_latitude'; const longitude = containerID + '_longitude'; // Add map index to data attr. // Why, say we want to use delay_render, // and want to init the map later on. // You'd need the index number in the // event of multiple map instances. // This allows one to retrieve it // later. $( mapClass ).attr( 'data-idx', idx ); if ( true === delayRender ) { return; } // Map has been rendered, no need to process again. if ( $( '#' + containerID ).hasClass( 'rendered' ) ) { return; } // If a map is set to delay render and has been initiated // from another scrip, add the 'render' class so rendering // does not occur. // It messes things up. delayed = Boolean( mapClass.data( 'delay-render' ) ); if ( true === delayed ) { mapClass.addClass( 'rendered' ); } // Create the autocomplete object, restricting the search // to geographical location types. g_autoComplete = await google.maps.importLibrary( 'places' ); g_autoComplete = new google.maps.places.Autocomplete( document.getElementById( autocomplete ), {types: ['geocode']} ); // Data bindings. scrollWheel = Boolean( mapClass.data( 'scroll-wheel' ) ); streetView = Boolean( mapClass.data( 'street-view' ) ); mapType = Boolean( mapClass.data( 'map-type' ) ); address = mapClass.data( 'address' ); address = decodeURIComponent( address ); address = address.trim(); // Set default Lat/lng. defLat = canvasId.data( 'default-lat' ); defLong = canvasId.data( 'default-long' ); defaultZoom = canvasId.data( 'default-zoom' ); // Eval whether to set maps based on lat/lng or address. if ( '' !== address ) { if ( '' === defLat || '' === defLong ) { noLatLng = true; } } else { noLatLng = false; } // Can't have empty values, or the map API will complain. // Set default for the middle of the United States. defLat = defLat ? defLat : 39.11676722061108; defLong = defLong ? defLong : -100.47761000000003; if ( noLatLng ) { // If displaying a map based on an address. geocoder = new google.maps.Geocoder(); // Set up Geocode and pass address. geocoder.geocode( {'address': address}, function ( results, status ) { let latitude; let longitude; // Function results. if ( status === google.maps.GeocoderStatus.OK ) { // A good address was passed. g_LatLng = results[0].geometry.location; // Set map options. mapOptions = { center: g_LatLng, zoom: defaultZoom, streetViewControl: streetView, mapTypeControl: mapType, scrollwheel: scrollWheel, mapTypeControlOptions: { style: google.maps.MapTypeControlStyle.HORIZONTAL_BAR, position: google.maps.ControlPosition.LEFT_BOTTOM }, mapId: 'REDUX_GOOGLE_MAPS', }; // Create map. g_map = new google.maps.Map( document.getElementById( canvas ), mapOptions ); // Get and set lat/long data. latitude = el.find( '#' + containerID + '_latitude' ); latitude.val( results[0].geometry.location.lat() ); longitude = el.find( '#' + containerID + '_longitude' ); longitude.val( results[0].geometry.location.lng() ); redux.field_objects.google_maps.renderControls( el, latitude, longitude, g_autoComplete, g_map, autocomplete, mapClass, g_LatLng, containerID ); } else { // No data found, alert the user. alert( 'Geocode was not successful for the following reason: ' + status ); } } ); } else { // If displaying map based on an lat/lng. g_LatLng = new google.maps.LatLng( defLat, defLong ); // Set map options. mapOptions = { center: g_LatLng, zoom: defaultZoom, // Start off far unless an item is selected, set by php. streetViewControl: streetView, mapTypeControl: mapType, scrollwheel: scrollWheel, mapTypeControlOptions: { style: google.maps.MapTypeControlStyle.HORIZONTAL_BAR, position: google.maps.ControlPosition.LEFT_BOTTOM }, mapId: 'REDUX_GOOGLE_MAPS', }; // Create the map. g_map = new google.maps.Map( document.getElementById( canvas ), mapOptions ); redux.field_objects.google_maps.renderControls( el, latitude, longitude, g_autoComplete, g_map, autocomplete, mapClass, g_LatLng, containerID ); } }; redux.field_objects.google_maps.renderControls = function ( el, latitude, longitude, g_autoComplete, g_map, autocomplete, mapClass, g_LatLng, containerID ) { let markerTooltip; let infoWindow; let g_marker; let geoAlert = mapClass.data( 'geo-alert' ); // Get HTML. const input = document.getElementById( autocomplete ); // Set objects into the map. g_map.controls[google.maps.ControlPosition.TOP_LEFT].push( input ); // Bind objects to the map. g_autoComplete = new google.maps.places.Autocomplete( input ); g_autoComplete.bindTo( 'bounds', g_map ); // Get the marker tooltip data. markerTooltip = mapClass.data( 'marker-tooltip' ); markerTooltip = decodeURIComponent( markerTooltip ); // Create infoWindow. infoWindow = new google.maps.InfoWindow(); // Create marker. g_marker = new google.maps.Marker( { position: g_LatLng, map: g_map, anchorPoint: new google.maps.Point( 0, - 29 ), draggable: true, title: markerTooltip, animation: google.maps.Animation.DROP } ); geoAlert = decodeURIComponent( geoAlert ); // Place change. google.maps.event.addListener( g_autoComplete, 'place_changed', function () { let place; let address; let markerTooltip; infoWindow.close(); // Get place data. place = g_autoComplete.getPlace(); // Display alert if something went wrong. if ( ! place.geometry ) { window.alert( geoAlert ); return; } console.log( place.geometry.viewport ); // If the place has a geometry, then present it on a map. if ( place.geometry.viewport ) { g_map.fitBounds( place.geometry.viewport ); } else { g_map.setCenter( place.geometry.location ); g_map.setZoom( 17 ); // Why 17? Because it looks good. } markerTooltip = mapClass.data( 'marker-tooltip' ); markerTooltip = decodeURIComponent( markerTooltip ); // Set the marker icon. g_marker = new google.maps.Marker( { position: g_LatLng, map: g_map, anchorPoint: new google.maps.Point( 0, - 29 ), title: markerTooltip, clickable: true, draggable: true, animation: google.maps.Animation.DROP } ); // Set marker position and display. g_marker.setPosition( place.geometry.location ); g_marker.setVisible( true ); // Form array of address components. address = ''; if ( place.address_components ) { address = [( place.address_components[0] && place.address_components[0].short_name || '' ), ( place.address_components[1] && place.address_components[1].short_name || '' ), ( place.address_components[2] && place.address_components[2].short_name || '' )].join( ' ' ); } // Set the default marker info window with address data. infoWindow.setContent( '
' + place.name + '
' + address ); infoWindow.open( g_map, g_marker ); // Run Geolocation. redux.field_objects.google_maps.geoLocate( g_autoComplete ); // Fill in address inputs. redux.field_objects.google_maps.fillInAddress( el, latitude, longitude, g_autoComplete ); } ); // Marker drag. google.maps.event.addListener( g_marker, 'drag', function ( event ) { document.getElementById( latitude ).value = event.latLng.lat(); document.getElementById( longitude ).value = event.latLng.lng(); } ); // End marker drag. google.maps.event.addListener( g_marker, 'dragend', function () { redux_change( el.find( '.redux_framework_google_maps' ) ); } ); // Zoom Changed. g_map.addListener( 'zoom_changed', function () { el.find( '.google_m_zoom_input' ).val( g_map.getZoom() ); } ); // Marker Info Window. infoWindow = new google.maps.InfoWindow(); google.maps.event.addListener( g_marker, 'click', function () { const marker_info = containerID + '_marker_info'; const infoValue = document.getElementById( marker_info ).value; if ( '' !== infoValue ) { infoWindow.setContent( infoValue ); infoWindow.open( g_map, g_marker ); } } ); }; /* FILL IN ADDRESS FUNCTION */ redux.field_objects.google_maps.fillInAddress = function ( el, latitude, longitude, g_autoComplete ) { // Set variables. const containerID = el.find( '.redux_framework_google_maps' ).attr( 'id' ); // What if someone only wants city, or state, ect... // gotta do it this way to check for the address! // Need to check each of the returned components to see what is returned. const componentForm = { street_number: 'short_name', route: 'long_name', locality: 'long_name', administrative_area_level_1: 'short_name', country: 'long_name', postal_code: 'short_name' }; // Get the place details from the autocomplete object. const place = g_autoComplete.getPlace(); let component; let i; let addressType; let _d_addressType; let val; let len; document.getElementById( latitude ).value = place.geometry.location.lat(); document.getElementById( longitude ).value = place.geometry.location.lng(); for ( component in componentForm ) { if ( componentForm.hasOwnProperty( component ) ) { // Push in the dynamic form element ID again. component = containerID + '_' + component; // Assign to proper place. document.getElementById( component ).value = ''; document.getElementById( component ).disabled = false; } } // Get each component of the address from the place details // and fill the corresponding field on the form. len = place.address_components.length; for ( i = 0; i < len; i += 1 ) { addressType = place.address_components[i].types[0]; if ( componentForm[addressType] ) { // Push in the dynamic form element ID again. _d_addressType = containerID + '_' + addressType; // Get the original. val = place.address_components[i][componentForm[addressType]]; // Assign to proper place. document.getElementById( _d_addressType ).value = val; } } }; redux.field_objects.google_maps.geoLocate = function ( g_autoComplete ) { if ( navigator.geolocation ) { navigator.geolocation.getCurrentPosition( function ( position ) { const geolocation = new google.maps.LatLng( position.coords.latitude, position.coords.longitude ); const circle = new google.maps.Circle( { center: geolocation, radius: position.coords.accuracy } ); g_autoComplete.setBounds( circle.getBounds() ); } ); } }; /* API BUTTON CLICK HANDLER */ redux.field_objects.google_maps.clickHandler = function ( el ) { // Find the API Key button and react on click. el.find( '.google_m_api_key_button' ).on( 'click', function () { // Find message wrapper. const wrapper = el.find( '.google_m_api_key_wrapper' ); if ( wrapper.is( ':visible' ) ) { // If the wrapper is visible, close it. wrapper.slideUp( 'fast', function () { el.find( '#google_m_api_key_input' ).trigger( 'focus' ); } ); } else { // If the wrapper is visible, open it. wrapper.slideDown( 'medium', function () { el.find( '#google_m_api_key_input' ).trigger( 'focus' ); } ); } } ); el.find( '.google_m_autocomplete' ).on( 'keypress', function ( e ) { if ( 13 === e.keyCode ) { e.preventDefault(); } } ); // Auto select autocomplete contents, // since Google doesn't do this inherently. el.find( '.google_m_autocomplete' ).on( 'click', function ( e ) { $( this ).trigger( 'focus' ); $( this ).trigger( 'select' ); e.preventDefault(); } ); }; } )( jQuery ); Avia Masters: Sky‑High Crash Gaming for Quick‑Hit Wins – Orchid Group
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Introduction: The Sky‑High Thrill of Avia Masters

Avia Masters is a high‑octane crash game that has taken casual players by storm with its vibrant graphics and rapid play cycles. The bright red aircraft slices through a clear blue sky, chasing multipliers that can rocket your stake up to 250× in moments. Designed for players who love short, high‑intensity sessions, each round lasts only a few seconds, delivering instant excitement and immediate results.

In these fast bursts, you’ll experience the full spectrum of adrenaline: a quick bet, a single click to launch the plane, and the heart‑stopping moment when the aircraft either lands on the carrier or crashes into the sea. Whether you’re on a coffee break or commuting between meetings, Avia Masters fits neatly into your schedule—one flight at a time.

Game Anatomy: What Makes It Fly

The core of Avia Masters lies in its crash mechanics combined with an interactive flight path that feels genuinely engaging. After placing a bet, you’ll pick one of four speeds before hitting “Play.” Once launched, the plane moves automatically along a randomized trajectory that can spike upward or dip as multipliers and rockets appear.

Here’s what you’ll see during a flight:

  • Multipliers: +1, +2, +5, +10 and x2‑x5 pop up randomly.
  • Rockets: Appear unpredictably, cutting the counter balance by half.
  • Counter Balance: A live meter above the aircraft shows your current potential winnings.

The landing phase is all or nothing: a tiny carrier is projected onto the sea; if you hit it, you win everything accumulated; if you miss, your bet is gone. That simplicity fuels the game’s rapid pacing.

Speed Matters: Choosing Your Flight Path

Your only strategic input is selecting the flight speed before each round. Speed doesn’t affect the randomness of multipliers or rockets—it simply influences the pace at which they appear.

  • Slow: Lower risk; you see fewer multipliers and rockets per second.
  • Normal: Balanced approach; default setting for most players.
  • Fast: Moderate risk; higher density of multipliers but also rockets.
  • Turbo: Highest risk; quick bursts of high multipliers and frequent rockets.

Players who thrive on short bursts often start with Normal or Fast speeds to keep tension alive while still avoiding prolonged sessions that might drag on unnecessarily.

Quick Decision Flow: From Bet to Landing

Atypical of most casino games that require multiple clicks and waiting periods, Avia Masters delivers a single, decisive moment per round. Once you set your stake—ranging from €0.10 up to €1,000—you only need to press “Play” and watch the outcome unfold.

This streamlined flow makes it perfect for micro‑sessions:

  • Single Click Launch: No extra inputs once the plane takes off.
  • Instant Result: Win or lose is visible within seconds.
  • Rapid Reset: Immediately ready for another round.

Because each round resolves instantly, you can chain several plays back‑to‑back without long waits—ideal for pocket‑time gaming.

Multipliers and Rockets: The Sweet‑and‑Sour Mix

The heart of Avia Masters’ excitement lies in its multiplier system and rocket mechanic—a dynamic dance that keeps every flight unpredictable yet fair.

  • Multiplier Types:
    • +1, +2, +5, +10
    • x2, x3, x4, x5
  • Rocket Impact:
    • When a rocket appears, it halves your counter balance—adding a risk element even as multipliers accumulate.
    • The frequency of rockets varies with speed; faster speeds tend to see rockets more often.

The combination of high potential payouts (up to 250×) with immediate risk means each round feels like a mini rollercoaster—quick highs, sudden drops, and an urgent urge to jump back in.

Mobile Momentum: Play On‑the‑Go

If you’re someone who prefers gaming during short pauses—say between calls or while waiting at a café—Avia Masters is built for mobile play.

  • Touch Controls: One tap launches the plane; another adjusts speed on the fly.
  • Responsive Design: Works flawlessly on both iOS and Android devices from iPhone 6 onward.
  • No Download Required: Instant play via mobile browsers keeps downtime minimal.

The game’s smooth 60 fps performance ensures that even on older phones you’ll experience fluid motion and crisp graphics—exactly what you need when you’re looking for a quick thrill without long loading times.

Demo First: Practice the Rush

Before committing real money, most players gravitate toward the free demo mode available on BGaming’s official site and partner casinos.

  • No Registration: Jump straight into play with virtual FUN credits.
  • Unlimited Sessions: Test out all speed options and multiplier patterns without pressure.
  • Synchronized Mechanics: The demo uses the same RNG as the real game, giving you an accurate feel for risk and reward.

This hands‑on experience lets you gauge how quickly the plane climbs or dives under each speed setting—essential for mastering those brief but intense rounds.

Auto Play and Instant Wins

A feature many short‑session players love is Auto Play, which lets you set a fixed number of rounds or stop conditions without manual input.

  • Set Rounds: Program 10–50 consecutive flights automatically.
  • Stop Conditions: Stop after reaching a target win or loss amount.
  • No Distractions: Keep your phone in another room while results roll out.

This tool is especially useful when you’re looking for rapid bursts of action—just set your bet size once, hit Auto Play, and let the flights take over until your goal is met.

Handling the Crash: What to Do When Things Go Wrong

No matter how fast your flights feel, crashes are inevitable—and they’re part of what makes Avia Masters exhilarating. Players who enjoy short sessions tend to adopt a simple risk‑control mantra: “If I lose today, I’ll reset tomorrow.”

  • Caution Over Chasing: Avoid increasing bets after a loss; stick to predetermined stake sizes.
  • Tolerance for Losses: Low volatility means losses happen quickly but are usually small relative to bankroll.
  • Taking Breaks: A brief pause after several crashes helps prevent emotional swings that could affect speed choice.

Take Off Now! Step Into the Fast Lane of Avia Masters

If you’re craving an instant adrenaline rush with minimal time investment, Avia Masters offers exactly that—each round delivers a pulse‑quicking experience that fits into any busy schedule.

  • Try Demo Mode First: Get comfortable with speed settings without spending a dime.
  • Select Your Speed Wisely: Start with Normal or Fast for balanced excitement.
  • Cockpit Control: Hit “Play,” watch the multipliers rise, and decide whether to take that final leap onto the carrier.

The game’s instant payoff structure means you can finish a session in just minutes while still enjoying the thrill of high‑stakes aviation gameplay—so why wait? Set your bet, choose your speed, and launch into Avia Masters today!

Design and Develop by Ovatheme