rename to only use js instead of jso
This commit is contained in:
parent
1e4a142030
commit
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4
Makefile
4
Makefile
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@ -294,3 +294,7 @@ TAGINC != find . -name "*.[chj]"
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tags: $(TAGINC)
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tags: $(TAGINC)
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@echo Making tags.
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@echo Making tags.
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@etags $(TAGINC)
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@etags $(TAGINC)
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MYFILES != (ls scripts/*.js* source/engine/*.[ch] source/engine/sound/*.[ch])
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pretty:
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clang-format -i $(MYFILES)
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@ -232,7 +232,7 @@ var editor = {
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Object.dainty_assign(this.desktop, this.stash);
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Object.dainty_assign(this.desktop, this.stash);
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}
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}
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this.selectlist = [];
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this.selectlist = [];
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editor.camera = world.spawn("scripts/camera2d.jso");
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editor.camera = world.spawn("scripts/camera2d");
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editor.camera._ed.selectable = false;
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editor.camera._ed.selectable = false;
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game.camera = editor.camera;
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game.camera = editor.camera;
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},
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},
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@ -728,6 +728,7 @@ var ur_from_file = function(file) {
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}
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}
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game.loadurs = function() {
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game.loadurs = function() {
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return;
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ur = {};
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ur = {};
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ur._list = [];
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ur._list = [];
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/* FIND ALL URS IN A PROJECT */
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/* FIND ALL URS IN A PROJECT */
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@ -1,6 +1,6 @@
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/*
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/*
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TYPES OF PROFILING
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TYPES OF PROFILING
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cpu gathering - gets stack frames randomly for a few seconds
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cpu gathering - gets stack frames randomly for a few seconds
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frames - user defined to see how long engine takes
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frames - user defined to see how long engine takes
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@ -10,22 +10,21 @@
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memory - can see how much memory is allocated and from where
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memory - can see how much memory is allocated and from where
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*/
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*/
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var t_units = ["ns", "us", "ms", "s", "ks", "Ms"];
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var t_units = [ "ns", "us", "ms", "s", "ks", "Ms" ];
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function calc_cpu (fn, times, diff = 0) {
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var series = [];
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function calc_cpu(fn, times, diff=0)
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{
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var series = [];
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for (var i = 0; i < times; i++) {
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for (var i = 0; i < times; i++) {
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var st = profile.now();
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var st = profile.now();
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fn(i);
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fn (i);
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series.push(profile.now()-st-diff);
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series.push(profile.now() - st - diff);
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}
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}
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return series;
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return series;
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}
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}
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function empty_fn() {}
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function empty_fn () {}
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profile.cpu = function profile_cpu(fn, times = 1, q = "unnamed") {
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profile.cpu = function profile_cpu(fn, times = 1, q = "unnamed") {
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var retgather = gathering_cpu;
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var retgather = gathering_cpu;
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@ -51,7 +50,7 @@ var callgraph = {};
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profile.rawstacks = {};
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profile.rawstacks = {};
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profile.cpu_cg = callgraph;
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profile.cpu_cg = callgraph;
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function add_callgraph(fn, line, time) {
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function add_callgraph (fn, line, time) {
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var cc = callgraph[line];
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var cc = callgraph[line];
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if (!cc) {
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if (!cc) {
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var cc = {};
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var cc = {};
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@ -151,7 +150,7 @@ profile.cpu_frame = function()
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}
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}
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var filecache = {};
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var filecache = {};
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function get_line(file, line) {
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function get_line (file, line) {
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var text = filecache[file];
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var text = filecache[file];
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if (!text) {
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if (!text) {
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var f = io.slurp(file);
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var f = io.slurp(file);
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@ -162,22 +161,19 @@ function get_line(file, line) {
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filecache[file] = io.slurp(file).split('\n');
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filecache[file] = io.slurp(file).split('\n');
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text = filecache[file];
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text = filecache[file];
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}
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}
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if (typeof text === 'string') return text;
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if (typeof text === 'string') return text;
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text = text[Number(line)-1];
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text = text[Number (line) - 1];
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if (!text) return "NULL";
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if (!text) return "NULL";
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return text.trim();
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return text.trim();
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}
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}
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profile.stop_cpu_instr = function()
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profile.stop_cpu_instr = function () { return; }
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{
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return;
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}
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profile.best_t = function (t) {
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profile.best_t = function (t) {
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var qq = 0;
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var qq = 0;
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while (t > 1000 && qq < t_units.length-1) {
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while (t > 1000 && qq < t_units.length - 1) {
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t /= 1000;
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t /= 1000;
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qq++;
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qq++;
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}
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}
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@ -185,11 +181,13 @@ profile.best_t = function (t) {
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return `${t.toPrecision(4)} ${t_units[qq]}`;
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return `${t.toPrecision(4)} ${t_units[qq]}`;
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};
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};
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profile.report = function (start, msg = "[undefined report]") { console.info(`${msg} in ${profile.best_t(profile.now() - start)}`); };
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profile.report = function (start, msg = "[undefined report]") {
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console.info(`${msg} in ${profile.best_t(profile.now() - start)}`);
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};
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/*
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/*
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Frame averages are an instrumented profiling technique. Place frame() calls in your code to get a call graph for things you are interested in.
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Frame averages are an instrumented profiling technique. Place frame() calls
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in your code to get a call graph for things you are interested in.
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*/
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*/
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var frame_avg = false;
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var frame_avg = false;
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@ -314,26 +312,28 @@ function addreport(group, line, start) {
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return t;
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return t;
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};
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};
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function printreport(cache, name) {
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function printreport (cache, name) {
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var report = `==${name}==` + "\n";
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var report = `==${name}==` +
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"\n";
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var reports = [];
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var reports = [];
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for (var i in cache) {
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for (var i in cache) {
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var time = cache[i].reduce((a,b)=>a+b);
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var time = cache[i].reduce((a, b) => a + b);
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reports.push({
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reports.push({
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time:time,
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time : time,
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name:i,
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name : i,
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hits:cache[i].length,
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hits : cache[i].length,
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avg:time/cache[i].length
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avg : time / cache[i].length
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});
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});
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}
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}
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reports = reports.sort((a,b) => {
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reports = reports.sort((a, b) => {
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if (a.avg<b.avg) return 1;
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if (a.avg < b.avg) return 1;
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return -1;
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return -1;
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});
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});
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for (var rep of reports)
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for (var rep of reports)
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report += `${rep.name} ${profile.best_t(rep.avg)} (${rep.hits} hits) (total ${profile.best_t(rep.time)})\n`;
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report += `${rep.name} ${profile.best_t(rep.avg)} (${
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rep.hits} hits) (total ${profile.best_t(rep.time)})\n`;
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return report;
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return report;
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};
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};
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@ -341,12 +341,10 @@ function printreport(cache, name) {
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profile.data = {};
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profile.data = {};
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profile.curframe = 0;
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profile.curframe = 0;
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function prof_add_stats(obj, stat)
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function prof_add_stats (obj, stat) {
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{
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for (var i in stat) {
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for (var i in stat) {
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obj[i] ??= [];
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obj[i] ??= [];
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if (obj[i].last() !== stat[i])
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if (obj[i].last() !== stat[i]) obj[i][profile.curframe] = stat[i];
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obj[i][profile.curframe] = stat[i];
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}
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}
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}
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}
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@ -401,9 +401,7 @@ var Event = {
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global.mixin("scripts/spline");
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global.mixin("scripts/spline");
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global.mixin("scripts/components");
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global.mixin("scripts/components");
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global.mixin("scripts/actor");
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global.mixin("scripts/actor");
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global.mixin("scripts/entity");
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global.mixin("scripts/entity");
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function world_start() {
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function world_start() {
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this.phys = physics.static;
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this.add_component(component.sprite);
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