sprites are now presorted
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6f9137746a
commit
4756955c1a
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@ -1555,16 +1555,13 @@ Math.sign = function (n) {
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};
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var lodash = {};
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lodash.get = function(obj, path, defValue) {
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if (!path) return undefined
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lodash.get = function (obj, path, defValue) {
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if (!path) return undefined;
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// Check if path is string or array. Regex : ensure that we do not have '.' and brackets.
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var pathArray = Array.isArray(path) ? path : path.match(/([^[.\]])+/g)
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var result = pathArray.reduce(
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(prevObj, key) => prevObj && prevObj[key],
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obj
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)
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return result === undefined ? defValue : result
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}
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var pathArray = Array.isArray(path) ? path : path.match(/([^[.\]])+/g);
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var result = pathArray.reduce((prevObj, key) => prevObj && prevObj[key], obj);
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return result === undefined ? defValue : result;
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};
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return {
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convert,
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@ -1572,5 +1569,5 @@ return {
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Vector,
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bbox,
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yaml,
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lodash
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lodash,
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};
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@ -15,14 +15,17 @@ var make_point_obj = function (o, p) {
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var fullrect = [0, 0, 1, 1];
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var sprite_addbucket = function (sprite) {
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var layer = sprite.gameobject.drawlayer;
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var layer = 1000000 + sprite.gameobject.drawlayer * 1000 - sprite.gameobject.pos.y;
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sprite_buckets[layer] ??= {};
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sprite_buckets[layer][sprite.path] ??= {};
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sprite_buckets[layer][sprite.path][sprite.guid] = sprite;
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sprite_buckets[layer][sprite.path] ??= [];
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sprite_buckets[layer][sprite.path].push(sprite);
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sprite._oldlayer = layer;
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sprite._oldpath = sprite.path;
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};
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var sprite_rmbucket = function (sprite) {
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for (var layer of Object.values(sprite_buckets)) for (var path of Object.values(layer)) delete path[sprite.guid];
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if (sprite._oldlayer && sprite._oldpath) sprite_buckets[sprite._oldlayer][sprite._oldpath].remove(sprite);
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else for (var layer of Object.values(sprite_buckets)) for (var path of Object.values(layer)) path.remove(sprite);
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};
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var sprite = {
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@ -72,7 +75,7 @@ var sprite = {
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// self?.anim_done?.();
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// if (!self.loop) { self.stop(); return; }
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}
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if (self) stop = self.gameobject.delay(advance, playing.frames[f].time / self.anim_speed);
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// if (self) stop = self.gameobject.delay(advance, playing.frames[f].time / self.anim_speed);
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}
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advance();
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@ -119,7 +122,7 @@ var sprite = {
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this.anim = undefined;
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this.gameobject = undefined;
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this.anim_done = undefined;
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delete allsprites[this.guid];
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allsprites.remove(this);
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},
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move(d) {
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this.pos = this.pos.add(d);
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@ -130,6 +133,9 @@ var sprite = {
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},
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anchor: [0, 0],
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sync() {
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var layer = 1000000 + this.gameobject.drawlayer * 1000 - this.gameobject.pos.y;
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if (layer === this._oldlayer && this.path === this._oldpath) return;
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sprite_rmbucket(this);
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sprite_addbucket(this);
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},
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@ -158,13 +164,15 @@ var sprite = {
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return this.dimensions().y;
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},
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};
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globalThis.allsprites = {};
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var sprite_buckets = {};
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globalThis.allsprites = [];
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var sprite_buckets = [];
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component.sprite_buckets = function () {
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return sprite_buckets;
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};
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component.dynamic_sprites = [];
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sprite.doc = {
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path: "Path to the texture.",
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color: "Color to mix with the sprite.",
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@ -239,7 +247,7 @@ component.sprite = function (obj) {
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sp.gameobject = obj;
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sp.transform = obj.transform;
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sp.guid = prosperon.guid();
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allsprites[sp.guid] = sp;
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allsprites.push(sp);
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if (component.sprite.make_hook) component.sprite.make_hook(sp);
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sprite_addbucket(sp);
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return sp;
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@ -61,8 +61,8 @@ function add_callgraph(fn, line, time, alone) {
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cc.line = line;
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cc.alone = {
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time: 0,
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hits: 0
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}
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hits: 0,
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};
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}
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cc.time += time;
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cc.hits++;
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@ -119,7 +119,7 @@ profile.start_cpu_gather = function (gathertime = 5) {
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profile.gather_stop();
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profile.cpu_start = undefined;
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var e = Object.values(callgraph);
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e = e.filter( x=> x.line);
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e = e.filter(x => x.line);
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for (var x of e) {
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var ffs = x.line.split(":");
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@ -129,11 +129,11 @@ profile.start_cpu_gather = function (gathertime = 5) {
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x.timeperstr = profile.best_t(x.timeper);
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x.pct = (profile.secs(x.time) / gathertime) * 100;
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x.alone.timestr = profile.best_t(x.alone.time);
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x.alone.timeper = x.alone.time/x.alone.hits;
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x.alone.timeper = x.alone.time / x.alone.hits;
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x.alone.timeperstr = profile.best_t(x.alone.timeper);
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x.alone.pct = (profile.secs(x.alone.time)/gathertime*100);
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x.alone.pct = (profile.secs(x.alone.time) / gathertime) * 100;
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x.fncall = get_line(ffs[0], ffs[1]);
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x.log = x.line + " " + x.fn + " " + x.fncall;
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x.log = x.line + " " + x.fn + " " + x.fncall;
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x.incl = {
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time: x.time,
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timestr: x.timestr,
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@ -289,10 +289,12 @@ profile.cache = function profile_cache(group, title) {
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};
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profile.endcache = function profile_endcache(tag = "") {
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return;
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addreport(cachegroup, cachetitle + tag, cachest);
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};
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function addreport(group, line, start) {
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return;
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if (typeof group !== "string") group = "UNGROUPED";
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report_cache[group] ??= {};
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var cache = report_cache[group];
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@ -331,14 +333,13 @@ profile.curframe = 0;
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profile.snapshot = {};
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var fps = [];
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profile.report_frame = function(t)
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{
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profile.report_frame = function (t) {
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fps.push(t);
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if (fps.length > 15) {
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profile.snapshot.fps = Math.mean(fps);
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fps = [];
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}
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}
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};
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function prof_add_stats(obj, stat) {
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for (var i in stat) {
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@ -348,7 +349,6 @@ function prof_add_stats(obj, stat) {
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}
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profile.pushdata = function (arr, val) {
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if (arr.last() !== val) arr[profile.curframe] = val;
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};
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@ -323,11 +323,21 @@ var Register = {
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profile.endcache();
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};
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fns.push(dofn);
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var left = 0;
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var right = fns.length - 1;
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dofn.layer = fn.layer;
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dofn.layer ??= 0;
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fns.sort((a, b) => a.layer > b.layer);
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while (left <= right) {
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var mid = Math.floor((left + right) / 2);
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if (fns[mid] === dofn.layer) {
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left = mid;
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break;
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} else if (fns[mid].layer < dofn.layer) left = mid + 1;
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else right = mid - 1;
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}
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fns.splice(left, 0, dofn);
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return function () {
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fns.remove(dofn);
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@ -500,67 +500,19 @@ render.draw_hud = true;
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render.draw_gui = true;
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render.draw_gizmos = true;
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render.buckets = [];
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render.sprites = function render_sprites(gridsize = 1) {
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// When y sorting, draw layer is firstly important followed by the gameobject position
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var buckets;
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if (render.y_sort) {
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profile.frame("y bucketing");
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var sps = Object.values(allsprites);
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buckets = {};
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for (var sprite of sps) {
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var layer = sprite.gameobject.drawlayer * 10000 - sprite.gameobject.pos.y;
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buckets[layer] ??= {};
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if (buckets[layer][sprite.path]) buckets[layer][sprite.path].push(sprite);
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else buckets[layer][sprite.path] = [sprite];
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}
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profile.endframe();
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profile.frame("y sorting");
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buckets = Object.entries(buckets).sort((a, b) => {
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var na = Number(a[0]);
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var nb = Number(b[0]);
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if (na < nb) return -1;
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return 1;
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});
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profile.endframe();
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} else {
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profile.frame("sorting");
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var sprite_buckets = component.sprite_buckets();
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var buckets = Object.entries(sprite_buckets).sort((a, b) => {
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var na = Number(a[0]);
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var nb = Number(b[0]);
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if (na < nb) return -1;
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return 1;
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});
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profile.endframe();
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}
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/*
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profile.frame("bucketing");
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var sps = Object.values(allsprites);
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var buckets = [];
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for (var i = 0; i <= 20; i++)
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buckets[i] = {};
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for (var sprite of sps) {
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var layer = sprite.gameobject.drawlayer+10;
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if (buckets[layer][sprite.path])
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buckets[layer][sprite.path].push(sprite);
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else
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buckets[layer][sprite.path] = [sprite];
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}
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profile.endframe();
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*/
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//for (var sprite of allsprites)
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// sprite.sync();
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profile.frame("drawing");
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render.use_shader(spritessboshader);
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for (var layer of buckets) {
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for (var img of Object.values(layer[1])) {
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var sparray = Object.values(img);
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var buckets = component.sprite_buckets();
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for (var l in buckets) {
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var layer = buckets[l];
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for (var img in layer) {
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var sparray = layer[img];
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if (sparray.length === 0) continue;
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var ss = sparray[0];
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render.use_mat(ss);
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@ -1073,7 +1025,7 @@ prosperon.render = function () {
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render.flush_text();
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render.set_camera(prosperon.camera);
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if (render.draw_gizmos && prosperon.gizmos) prosperon.gizmos();
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//if (render.draw_gizmos && prosperon.gizmos) prosperon.gizmos();
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render.flush_text();
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render.end_pass();
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@ -1122,7 +1074,7 @@ prosperon.render = function () {
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render.end_pass();
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profile.report_frame(profile.secs(profile.now())-frame_t);
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profile.report_frame(profile.secs(profile.now()) - frame_t);
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render.commit();
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@ -1183,7 +1135,6 @@ prosperon.process = function process() {
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profile.endframe();
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profile.capture_data();
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};
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return { render };
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@ -69,6 +69,7 @@ audio.cry = function (file, bus = audio.bus.sfx) {
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// This function is called when every audio source is finished
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var killer = Register.appupdate.register(function () {
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return;
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for (var src of sources) {
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if (!src.loop && (src.frame < src.lastframe || src.frame === src.frames())) {
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src.unplug();
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