mirror of
https://github.com/tobspr/shapez.io.git
synced 2025-06-09 02:54:01 +00:00
* initial modloader draft * modloader features * Refactor mods to use signals * Add support for modifying and registering new transltions * Minor adjustments * Support for string building ids for mods * Initial support for adding new buildings * Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading * Lazy Load mods to make sure all dependencies are loaded * Expose all exported members automatically to mods * Fix duplicate exports * Allow loading mods from standalone * update changelog * Fix mods folder incorrect path * Fix modloading in standalone * Fix sprites not getting replaced, update demo mod * Load dev mod via raw loader * Improve mod developing so mods are directly ready to be deployed, load mods from local file server * Proper mods ui * Allow mods to register game systems and draw stuff * Change mods path * Fix sprites not loading * Minor adjustments, closes #1333 * Add support for loading atlases via mods * Add support for loading mods from external sources in DEV * Add confirmation when loading mods * Fix circular dependency * Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods * Add some mod signals * refactor game loading states * Make shapez exports global * Start to make mods safer * Refactor file system electron event handling * Properly isolate electron renderer process * Update to latest electron * Show errors when loading mods * Update confirm dialgo * Minor restructure, start to add mod examples * Allow adding custom themesw * Add more examples and allow defining custom item processor operations * Add interface to register new buildings * Fixed typescript type errors (#1335) * Refactor building registry, make it easier for mods to add new buildings * Allow overriding existing methods * Add more examples and more features * More mod examples * Make mod loading simpler * Add example how to add custom drawings * Remove unused code * Minor modloader adjustments * Support for rotation variants in mods (was broken previously) * Allow mods to replace builtin sub shapes * Add helper methods to extend classes * Fix menu bar on mac os * Remember window state * Add support for paste signals * Add example how to add custom components and systems * Support for mod settings * Add example for adding a new item type * Update class extensions * Minor adjustments * Fix typo * Add notification blocks mod example * Add small tutorial * Update readme * Add better instructions * Update JSDoc for Replacing Methods (#1336) * upgraded types for overriding methods * updated comments Co-authored-by: Edward Badel <you@example.com> * Direction lock now indicates when there is a building inbetween * Fix mod examples * Fix linter error * Game state register (#1341) * Added a gamestate register helper Added a gamestate register helper * Update mod_interface.js * export build options * Fix runBeforeMethod and runAfterMethod * Minor game system code cleanup * Belt path drawing optimization * Fix belt path optimization * Belt drawing improvements, again * Do not render belts in statics disabled view * Allow external URL to load more than one mod (#1337) * Allow external URL to load more than one mod Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though. * Update modloader.js * Prettier fixes * Added link to create-shapezio-mod npm page (#1339) Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod * allow command line switch to load more than one mod (#1342) * Fixed class handle type (#1345) * Fixed class handle type * Fixed import game state * Minor adjustments * Refactor item acceptor to allow only single direction slots * Allow specifying minimumGameVersion * Add sandbox example * Replaced concatenated strings with template literals (#1347) * Mod improvements * Make wired pins component optional on the storage * Fix mod examples * Bind `this` for method overriding JSDoc (#1352) * fix entity debugger reaching HTML elements (#1353) * Store mods in savegame and show warning when it differs * Closes #1357 * Fix All Shapez Exports Being Const (#1358) * Allowed setting of variables inside webpack modules * remove console log * Fix stringification of things inside of eval Co-authored-by: Edward Badel <you@example.com> * Fix building placer intersection warning * Add example for storing data in the savegame * Fix double painter bug (#1349) * Add example on how to extend builtin buildings * update readme * Disable steam achievements when playing with mods * Update translations Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com> Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com> Co-authored-by: Edward Badel <you@example.com> Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com> Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
576 lines
19 KiB
JavaScript
576 lines
19 KiB
JavaScript
/* typehints:start */
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import { Application } from "../application";
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/* typehints:end */
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import { BufferMaintainer } from "../core/buffer_maintainer";
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import {
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disableImageSmoothing,
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enableImageSmoothing,
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getBufferStats,
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registerCanvas,
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} from "../core/buffer_utils";
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import { globalConfig } from "../core/config";
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import { getDeviceDPI, resizeHighDPICanvas } from "../core/dpi_manager";
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import { DrawParameters } from "../core/draw_parameters";
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import { gMetaBuildingRegistry } from "../core/global_registries";
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import { createLogger } from "../core/logging";
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import { Rectangle } from "../core/rectangle";
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import { ORIGINAL_SPRITE_SCALE } from "../core/sprites";
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import { lerp, randomInt, round2Digits } from "../core/utils";
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import { Vector } from "../core/vector";
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import { Savegame } from "../savegame/savegame";
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import { SavegameSerializer } from "../savegame/savegame_serializer";
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import { AutomaticSave } from "./automatic_save";
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import { MetaHubBuilding } from "./buildings/hub";
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import { Camera } from "./camera";
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import { DynamicTickrate } from "./dynamic_tickrate";
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import { EntityManager } from "./entity_manager";
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import { GameSystemManager } from "./game_system_manager";
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import { HubGoals } from "./hub_goals";
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import { GameHUD } from "./hud/hud";
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import { KeyActionMapper } from "./key_action_mapper";
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import { GameLogic } from "./logic";
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import { MapView } from "./map_view";
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import { defaultBuildingVariant } from "./meta_building";
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import { GameMode } from "./game_mode";
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import { ProductionAnalytics } from "./production_analytics";
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import { GameRoot } from "./root";
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import { ShapeDefinitionManager } from "./shape_definition_manager";
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import { AchievementProxy } from "./achievement_proxy";
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import { SoundProxy } from "./sound_proxy";
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import { GameTime } from "./time/game_time";
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import { MOD_SIGNALS } from "../mods/mod_signals";
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const logger = createLogger("ingame/core");
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// Store the canvas so we can reuse it later
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/** @type {HTMLCanvasElement} */
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let lastCanvas = null;
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/** @type {CanvasRenderingContext2D} */
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let lastContext = null;
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/**
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* The core manages the root and represents the whole game. It wraps the root, since
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* the root class is just a data holder.
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*/
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export class GameCore {
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/** @param {Application} app */
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constructor(app) {
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this.app = app;
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/** @type {GameRoot} */
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this.root = null;
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/**
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* Set to true at the beginning of a logic update and cleared when its finished.
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* This is to prevent doing a recursive logic update which can lead to unexpected
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* behaviour.
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*/
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this.duringLogicUpdate = false;
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// Cached
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this.boundInternalTick = this.updateLogic.bind(this);
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/**
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* Opacity of the overview alpha
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* @TODO Doesn't belong here
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*/
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this.overlayAlpha = 0;
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}
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/**
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* Initializes the root object which stores all game related data. The state
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* is required as a back reference (used sometimes)
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* @param {import("../states/ingame").InGameState} parentState
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* @param {Savegame} savegame
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*/
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initializeRoot(parentState, savegame, gameModeId) {
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logger.log("initializing root");
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// Construct the root element, this is the data representation of the game
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this.root = new GameRoot(this.app);
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this.root.gameState = parentState;
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this.root.keyMapper = parentState.keyActionMapper;
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this.root.savegame = savegame;
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this.root.gameWidth = this.app.screenWidth;
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this.root.gameHeight = this.app.screenHeight;
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// Initialize canvas element & context
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this.internalInitCanvas();
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// Members
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const root = this.root;
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// This isn't nice, but we need it right here
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root.keyMapper = new KeyActionMapper(root, this.root.gameState.inputReciever);
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// Init game mode
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root.gameMode = GameMode.create(root, gameModeId, parentState.creationPayload.gameModeParameters);
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// Needs to come first
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root.dynamicTickrate = new DynamicTickrate(root);
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// Init classes
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root.camera = new Camera(root);
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root.map = new MapView(root);
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root.logic = new GameLogic(root);
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root.hud = new GameHUD(root);
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root.time = new GameTime(root);
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root.achievementProxy = new AchievementProxy(root);
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root.automaticSave = new AutomaticSave(root);
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root.soundProxy = new SoundProxy(root);
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// Init managers
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root.entityMgr = new EntityManager(root);
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root.systemMgr = new GameSystemManager(root);
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root.shapeDefinitionMgr = new ShapeDefinitionManager(root);
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root.hubGoals = new HubGoals(root);
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root.productionAnalytics = new ProductionAnalytics(root);
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root.buffers = new BufferMaintainer(root);
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// Initialize the hud once everything is loaded
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this.root.hud.initialize();
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// Initial resize event, it might be possible that the screen
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// resized later during init tho, which is why will emit it later
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// again anyways
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this.resize(this.app.screenWidth, this.app.screenHeight);
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if (G_IS_DEV) {
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// @ts-ignore
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window.globalRoot = root;
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}
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// @todo Find better place
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if (G_IS_DEV && globalConfig.debug.manualTickOnly) {
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this.root.gameState.inputReciever.keydown.add(key => {
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if (key.keyCode === 84) {
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// 'T'
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// Extract current real time
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this.root.time.updateRealtimeNow();
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// Perform logic ticks
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this.root.time.performTicks(this.root.dynamicTickrate.deltaMs, this.boundInternalTick);
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// Update analytics
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root.productionAnalytics.update();
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// Check achievements
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root.achievementProxy.update();
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}
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});
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}
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logger.log("root initialized");
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MOD_SIGNALS.gameInitialized.dispatch(root);
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}
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/**
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* Initializes a new game, this means creating a new map and centering on the
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* playerbase
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* */
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initNewGame() {
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logger.log("Initializing new game");
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this.root.gameIsFresh = true;
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this.root.map.seed = randomInt(0, 100000);
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if (!this.root.gameMode.hasHub()) {
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return;
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}
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// Place the hub
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const hub = gMetaBuildingRegistry.findByClass(MetaHubBuilding).createEntity({
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root: this.root,
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origin: new Vector(-2, -2),
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rotation: 0,
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originalRotation: 0,
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rotationVariant: 0,
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variant: defaultBuildingVariant,
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});
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this.root.map.placeStaticEntity(hub);
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this.root.entityMgr.registerEntity(hub);
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}
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/**
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* Inits an existing game by loading the raw savegame data and deserializing it.
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* Also runs basic validity checks.
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*/
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initExistingGame() {
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logger.log("Initializing existing game");
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const serializer = new SavegameSerializer();
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try {
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const status = serializer.deserialize(this.root.savegame.getCurrentDump(), this.root);
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if (!status.isGood()) {
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logger.error("savegame-deserialize-failed:" + status.reason);
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return false;
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}
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} catch (ex) {
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logger.error("Exception during deserialization:", ex);
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return false;
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}
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this.root.gameIsFresh = false;
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return true;
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}
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/**
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* Initializes the render canvas
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*/
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internalInitCanvas() {
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let canvas, context;
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if (!lastCanvas) {
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logger.log("Creating new canvas");
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canvas = document.createElement("canvas");
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canvas.id = "ingame_Canvas";
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canvas.setAttribute("opaque", "true");
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canvas.setAttribute("webkitOpaque", "true");
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canvas.setAttribute("mozOpaque", "true");
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this.root.gameState.getDivElement().appendChild(canvas);
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context = canvas.getContext("2d", { alpha: false });
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lastCanvas = canvas;
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lastContext = context;
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} else {
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logger.log("Reusing canvas");
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if (lastCanvas.parentElement) {
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lastCanvas.parentElement.removeChild(lastCanvas);
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}
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this.root.gameState.getDivElement().appendChild(lastCanvas);
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canvas = lastCanvas;
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context = lastContext;
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lastContext.clearRect(0, 0, lastCanvas.width, lastCanvas.height);
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}
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canvas.classList.toggle("smoothed", globalConfig.smoothing.smoothMainCanvas);
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// Oof, use :not() instead
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canvas.classList.toggle("unsmoothed", !globalConfig.smoothing.smoothMainCanvas);
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if (globalConfig.smoothing.smoothMainCanvas) {
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enableImageSmoothing(context);
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} else {
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disableImageSmoothing(context);
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}
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this.root.canvas = canvas;
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this.root.context = context;
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registerCanvas(canvas, context);
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}
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/**
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* Destructs the root, freeing all resources
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*/
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destruct() {
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if (lastCanvas && lastCanvas.parentElement) {
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lastCanvas.parentElement.removeChild(lastCanvas);
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}
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this.root.destruct();
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delete this.root;
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this.root = null;
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this.app = null;
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}
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tick(deltaMs) {
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const root = this.root;
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// Extract current real time
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root.time.updateRealtimeNow();
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// Camera is always updated, no matter what
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root.camera.update(deltaMs);
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if (!(G_IS_DEV && globalConfig.debug.manualTickOnly)) {
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// Perform logic ticks
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this.root.time.performTicks(deltaMs, this.boundInternalTick);
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// Update analytics
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root.productionAnalytics.update();
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// Check achievements
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root.achievementProxy.update();
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}
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// Update automatic save after everything finished
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root.automaticSave.update();
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return true;
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}
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shouldRender() {
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if (this.root.queue.requireRedraw) {
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return true;
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}
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if (this.root.hud.shouldPauseRendering()) {
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return false;
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}
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// Do not render
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if (!this.app.isRenderable()) {
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return false;
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}
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return true;
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}
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updateLogic() {
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const root = this.root;
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root.dynamicTickrate.beginTick();
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if (G_IS_DEV && globalConfig.debug.disableLogicTicks) {
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root.dynamicTickrate.endTick();
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return true;
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}
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this.duringLogicUpdate = true;
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// Update entities, this removes destroyed entities
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root.entityMgr.update();
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// IMPORTANT: At this point, the game might be game over. Stop if this is the case
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if (!this.root) {
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logger.log("Root destructed, returning false");
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root.dynamicTickrate.endTick();
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return false;
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}
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root.systemMgr.update();
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// root.particleMgr.update();
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this.duringLogicUpdate = false;
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root.dynamicTickrate.endTick();
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return true;
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}
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resize(w, h) {
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this.root.gameWidth = w;
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this.root.gameHeight = h;
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resizeHighDPICanvas(this.root.canvas, w, h, globalConfig.smoothing.smoothMainCanvas);
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this.root.signals.resized.dispatch(w, h);
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this.root.queue.requireRedraw = true;
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}
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postLoadHook() {
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logger.log("Dispatching post load hook");
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this.root.signals.postLoadHook.dispatch();
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if (!this.root.gameIsFresh) {
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// Also dispatch game restored hook on restored savegames
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this.root.signals.gameRestored.dispatch();
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}
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this.root.gameInitialized = true;
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}
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draw() {
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const root = this.root;
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const systems = root.systemMgr.systems;
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this.root.dynamicTickrate.onFrameRendered();
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if (!this.shouldRender()) {
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// Always update hud tho
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root.hud.update();
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return;
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}
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this.root.signals.gameFrameStarted.dispatch();
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root.queue.requireRedraw = false;
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// Gather context and save all state
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const context = root.context;
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context.save();
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if (G_IS_DEV) {
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context.fillStyle = "#a10000";
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context.fillRect(0, 0, window.innerWidth * 3, window.innerHeight * 3);
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}
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// Compute optimal zoom level and atlas scale
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const zoomLevel = root.camera.zoomLevel;
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const lowQuality = root.app.settings.getAllSettings().lowQualityTextures;
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const effectiveZoomLevel =
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(zoomLevel / globalConfig.assetsDpi) * getDeviceDPI() * globalConfig.assetsSharpness;
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let desiredAtlasScale = "0.25";
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if (effectiveZoomLevel > 0.5 && !lowQuality) {
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desiredAtlasScale = ORIGINAL_SPRITE_SCALE;
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} else if (effectiveZoomLevel > 0.35 && !lowQuality) {
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desiredAtlasScale = "0.5";
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}
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// Construct parameters required for drawing
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const params = new DrawParameters({
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context: context,
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visibleRect: root.camera.getVisibleRect(),
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desiredAtlasScale,
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zoomLevel,
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root: root,
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});
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if (G_IS_DEV && globalConfig.debug.testCulling) {
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context.clearRect(0, 0, root.gameWidth, root.gameHeight);
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}
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// Transform to world space
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if (G_IS_DEV && globalConfig.debug.testClipping) {
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params.visibleRect = params.visibleRect.expandedInAllDirections(
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-200 / this.root.camera.zoomLevel
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);
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}
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root.camera.transform(context);
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assert(context.globalAlpha === 1.0, "Global alpha not 1 on frame start");
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// Update hud
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root.hud.update();
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// Main rendering order
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// -----
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const desiredOverlayAlpha = this.root.camera.getIsMapOverlayActive() ? 1 : 0;
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this.overlayAlpha = lerp(this.overlayAlpha, desiredOverlayAlpha, 0.25);
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// On low performance, skip the fade
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if (this.root.entityMgr.entities.length > 5000 || this.root.dynamicTickrate.averageFps < 50) {
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this.overlayAlpha = desiredOverlayAlpha;
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}
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if (this.overlayAlpha < 0.99) {
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// Background (grid, resources, etc)
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root.map.drawBackground(params);
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// Belt items
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systems.belt.drawBeltItems(params);
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// Miner & Static map entities etc.
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root.map.drawForeground(params);
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// HUB Overlay
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systems.hub.draw(params);
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// Green wires overlay
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if (root.hud.parts.wiresOverlay) {
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root.hud.parts.wiresOverlay.draw(params);
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}
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if (this.root.currentLayer === "wires") {
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// Static map entities
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root.map.drawWiresForegroundLayer(params);
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}
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}
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if (this.overlayAlpha > 0.01) {
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// Map overview
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context.globalAlpha = this.overlayAlpha;
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root.map.drawOverlay(params);
|
|
context.globalAlpha = 1;
|
|
}
|
|
|
|
if (G_IS_DEV) {
|
|
root.map.drawStaticEntityDebugOverlays(params);
|
|
}
|
|
|
|
if (G_IS_DEV && globalConfig.debug.renderBeltPaths) {
|
|
systems.belt.drawBeltPathDebug(params);
|
|
}
|
|
|
|
// END OF GAME CONTENT
|
|
// -----
|
|
|
|
// Finally, draw the hud. Nothing should come after that
|
|
root.hud.draw(params);
|
|
|
|
assert(context.globalAlpha === 1.0, "Global alpha not 1 on frame end before restore");
|
|
|
|
// Restore to screen space
|
|
context.restore();
|
|
|
|
// Restore parameters
|
|
params.zoomLevel = 1;
|
|
params.desiredAtlasScale = ORIGINAL_SPRITE_SCALE;
|
|
params.visibleRect = new Rectangle(0, 0, this.root.gameWidth, this.root.gameHeight);
|
|
if (G_IS_DEV && globalConfig.debug.testClipping) {
|
|
params.visibleRect = params.visibleRect.expandedInAllDirections(-200);
|
|
}
|
|
|
|
// Draw overlays, those are screen space
|
|
root.hud.drawOverlays(params);
|
|
|
|
assert(context.globalAlpha === 1.0, "context.globalAlpha not 1 on frame end");
|
|
|
|
if (G_IS_DEV && globalConfig.debug.simulateSlowRendering) {
|
|
let sum = 0;
|
|
for (let i = 0; i < 1e8; ++i) {
|
|
sum += i;
|
|
}
|
|
if (Math.random() > 0.95) {
|
|
console.log(sum);
|
|
}
|
|
}
|
|
|
|
if (G_IS_DEV && globalConfig.debug.showAtlasInfo) {
|
|
context.font = "13px GameFont";
|
|
context.fillStyle = "blue";
|
|
context.fillText(
|
|
"Atlas: " +
|
|
desiredAtlasScale +
|
|
" / Zoom: " +
|
|
round2Digits(zoomLevel) +
|
|
" / Effective Zoom: " +
|
|
round2Digits(effectiveZoomLevel),
|
|
20,
|
|
600
|
|
);
|
|
|
|
const stats = this.root.buffers.getStats();
|
|
|
|
context.fillText(
|
|
"Maintained Buffers: " +
|
|
stats.rootKeys +
|
|
" root keys / " +
|
|
stats.subKeys +
|
|
" buffers / VRAM: " +
|
|
round2Digits(stats.vramBytes / (1024 * 1024)) +
|
|
" MB",
|
|
20,
|
|
620
|
|
);
|
|
const internalStats = getBufferStats();
|
|
context.fillText(
|
|
"Total Buffers: " +
|
|
internalStats.bufferCount +
|
|
" buffers / " +
|
|
internalStats.backlogSize +
|
|
" backlog / " +
|
|
internalStats.backlogKeys +
|
|
" keys in backlog / VRAM " +
|
|
round2Digits(internalStats.vramUsage / (1024 * 1024)) +
|
|
" MB / Backlog " +
|
|
round2Digits(internalStats.backlogVramUsage / (1024 * 1024)) +
|
|
" MB / Created " +
|
|
internalStats.numCreated +
|
|
" / Reused " +
|
|
internalStats.numReused,
|
|
20,
|
|
640
|
|
);
|
|
}
|
|
|
|
if (G_IS_DEV && globalConfig.debug.testClipping) {
|
|
context.strokeStyle = "red";
|
|
context.lineWidth = 1;
|
|
context.beginPath();
|
|
context.rect(200, 200, this.root.gameWidth - 400, this.root.gameHeight - 400);
|
|
context.stroke();
|
|
}
|
|
}
|
|
}
|