In function setupGameData() I have parametars for 2 cars. In first car speed is 3.00 and second car speed is 3.50. If you click on button "Watch race" you can see first car 3.00 is faster than second car 3.50. How to repair code to see 3.50 is faster than 3.00. 

```js
/*jslint plusplus: true, sloppy: true, indent: 4 */
(function () {
    "use strict";
    // this function is strict...
}());

// RequestAnimFrame: a browser API for getting smooth animations
window.requestAnimFrame = (function() {
    return window.requestAnimationFrame ||
        window.webkitRequestAnimationFrame ||
        window.mozRequestAnimationFrame ||
        window.oRequestAnimationFrame ||
        window.msRequestAnimationFrame ||
    function(callback) {
        window.setTimeout(callback, 1000 / 60);
    };
})();

// Globals
var canvas = null,
    ctx = null,
    background = null,
    car_sprite = null,
    game_data = null,
    CAR_WIDTH = 170,
    CAR_HEIGHT = 37,
    STEP_COUNT_MILLISECONDS =  1000 / 30,
    RACE_LENGTH = 20,
    RACE_FINISH_LINE_X = 770,
    iTime = 0,
    iFinishPlace = 1,
    random_graph;

function clearCanvas() {

    // clear canvas
    ctx.clearRect(0, 0, canvas.height, canvas.width);
}

function drawBackground() {

    clearCanvas();
    ctx.drawImage(background, 0, -400);

    loadCarSprite();
}

function loadBackground() {

    // Load the timer
    background = new Image();
    background.src = 'http://www.upslike.net/imgdb/race-scence-f7bf19.png';
    background.onload = drawBackground;
}

function setupGameData() {

    var json =
    {
        cars:
        [
            {
                "colour": 'blue',
                "x": 0,
                "y": 50,
                "spritex": 0,
                "spritey": 0,
                "graph": null,
                "step": 77,
                "position": null,
                "speed": 3.00,
                "speed_late": 0.28            },
            {
                "colour": 'red',
                "x": 0,
                "y": 110,
                "spritex": 0,
                "spritey": 37,
                "graph": null,
                "step": 39,
                "position": null,
                "speed": 3.50,
                "speed_late": 0.48          }
        ],
        graphs:
        [
            [0,5,10,20,40,60,70],
            [0,10,20,30,40,50,60],
            [0,20,39,40,50,55,58],
            [0,10,20,30,40,50,55],
            [0,25,45,47,49,50,52],
            [0,10,20,29,38,45,50],
            [0,15,20,25,30,40,45],
            [0,2,4,8,20,30,40],
            [0,5,10,15,20,25,30],
            [0,1,3,14,15,22,30],
            [0,5,11,14,17,22,25],
            [0,20,30,44,67,72,90],
            [0,2,7,24,47,52,65],
            [0,2,9,20,40,52,70]
        ]
    };

    random_graph = Math.floor( Math.random() * json.graphs.length );

    return json;    
}

function drawCar(car) {

    // Draw the car onto the canvas

    ctx.drawImage(car_sprite,
        car.spritex, car.spritey,
        CAR_WIDTH, CAR_HEIGHT,
        car.x-70 + car.step, car.y,
        CAR_WIDTH, CAR_HEIGHT);

     drawText(car);
}

function drawCars() {

    var iCarCounter;

    for(iCarCounter = 0; iCarCounter < game_data.cars.length; iCarCounter++) {

        drawCar(game_data.cars[iCarCounter]);
    }
}

function initCar(current_car) {

    current_car.graph = random_graph;

}

function initGameState() {

    var iCarCounter;

    for(iCarCounter = 0; iCarCounter < game_data.cars.length; iCarCounter++) {

        initCar(game_data.cars[iCarCounter]);

    }
}

function getPositionAtTime(graph_index, percentageElapsed, current_car) {

    var graph = game_data.graphs[graph_index],
        iNumberOfGraphPoints = graph.length,
        iGraphPosition = null,
        iFloor = null,
        iCeil = null,
        p = null;
        position = null;

    graph = graph.map( function( val, i ) {

        if ( i === 0 ) {

            return val;

        }

        var car_speed = undefined === current_car.speed ? 1 : current_car.speed,
            car_speed_late = undefined === current_car.speed_late ? car_speed : current_car.speed_late;

        return ( i < Math.floor( graph.length / 2 ) ) ? car_speed : car_speed_late;

    });

    iGraphPosition = (iNumberOfGraphPoints / 100) * percentageElapsed;

    iFloor = Math.floor(iGraphPosition);
    iCeil = Math.ceil(iGraphPosition);

    if(iGraphPosition === iFloor) {

        position = graph[iFloor];

    } else if(iGraphPosition === iCeil) {

        position = graph[iCeil];

    } else {

        p = (graph[iCeil] - graph[iFloor]) / 100;

        position = ((iGraphPosition - iFloor) * 100) * p + graph[iFloor];

    }

    return position;

}

function redrawRoadSection() {

    ctx.drawImage(background, 0, 400, 1000, 200, 0, 0, 1000, 200);   
}

function graphPosToScreenPos() {

    return (900 / 100)  * (position / 60 * 100);   
}

function updateDebugWindow() {

  // Debug window
    var time = document.getElementById('time');

    if(time !== null)  {

       time.value = iTime / 1000;
    }

}

function drawText(current_car) {

    if(current_car.position !== null) {

        ctx.strokeStyle = "black";
        ctx.font = "normal 12px Facebook Letter Faces";
        ctx.strokeText(current_car.position, RACE_FINISH_LINE_X + current_car.step + 110, current_car.y + 25);

    }

}

function moveCar(iCarCounter) {

    var current_car =  game_data.cars[iCarCounter],
        seconds = iTime / 1000,
        percentageElapsed = (seconds / RACE_LENGTH) * 100,
        a = 20,
        velocity = 2,
        position = getPositionAtTime(current_car.graph, percentageElapsed,current_car);

    if(current_car.x < RACE_FINISH_LINE_X) {

        current_car.x =  graphPosToScreenPos(position) + (velocity * seconds) + (1/2 * a * Math.pow(seconds, 2));

    }
    else {

        current_car.x = RACE_FINISH_LINE_X;

        if(current_car.position === null) {

            current_car.position = iFinishPlace++;
        }
    }

    drawCar(current_car);
}

function initCars() {

    game_data = setupGameData();

    initGameState();
    drawCars();
}

function stopLoop() {

    iTime = 0;
    iFinishPlace = 1;
}

function startRace() {

    var iCarCounter;

    redrawRoadSection();

    for(iCarCounter = 0; iCarCounter < game_data.cars.length; iCarCounter++) {

        moveCar(iCarCounter);

    }

    updateDebugWindow();

    if(iFinishPlace > 4) {

        stopLoop();

    } else {

        iTime += STEP_COUNT_MILLISECONDS;

        requestAnimFrame(startRace);
    }
}

function startLoop() {

    stopLoop();

    requestAnimFrame(startRace);
}

function loadCarSprite() {

    // Load the timer
    car_sprite = new Image();
    car_sprite.src = 'http://www.upslike.net/imgdb/car-scene-53401b.png';
    car_sprite.onload = initCars;
}

function draw() {

        // Main entry point got the motion canvas example
        canvas = document.getElementById('motion');

        // Canvas supported?
        if (canvas.getContext) {

                ctx = canvas.getContext('2d');

        loadBackground();

        } else {
                alert("Canvas not supported!");
        }
}
```

```html
<script>
window.onload = function() {
    draw();
}
</script>

        <center><canvas id="motion" width="1000px" height="200px"></canvas></center>                    
        <div style="position: absolute; top: 0px; left:65px;">
              <div id="alerter" class="hid">
                <input id="loop" onclick="javascript:initCars(); startLoop();" type="button" class="prikaz" value="Watch race">                                 
              </div>
              </div>
</br>
```

[CodePen](http://codepen.io/anon/pen/oXOBby)