zx-kit 0.32.1 → 0.33.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +42 -2759
- package/dist/debug.d.ts +98 -0
- package/dist/debug.d.ts.map +1 -0
- package/dist/debug.js +92 -0
- package/dist/debug.js.map +1 -0
- package/dist/index.d.ts +1 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +1 -0
- package/dist/index.js.map +1 -1
- package/package.json +1 -1
package/dist/debug.d.ts
ADDED
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import { type SpectrumColor } from './palette.js';
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/**
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* A snapshot of debug/telemetry numbers for one frame, produced by {@link sampleDebug}.
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*
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* Only what a 2D-canvas browser game can honestly measure: frame pacing and JS main-thread work.
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* There is **no VRAM or GPU figure** — neither is observable from a Canvas2D context (that would
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* need WebGL + driver hooks the browser does not expose). `cpuLoad` is the JS update+render cost
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* against the frame budget, not the GPU's blit time. Resolution, JS heap, draw-call counters and
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* estimated bitmap memory are planned for later slices.
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*/
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export interface DebugInfo {
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/** Smoothed frames per second (exponential moving average). */
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fps: number;
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/** Duration of the last frame in milliseconds (delta between consecutive `beginFrame` calls). */
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frameMs: number;
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/** Measured update+render time in ms (between `beginFrame` and `endFrame`); `0` if `endFrame` was not called. */
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workMs: number;
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/** Target per-frame budget in ms (`1000 / targetFps`, e.g. `16.67` at 60 fps). */
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budgetMs: number;
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/** `workMs / budgetMs` (0..1+): JS main-thread load against the budget. Above `1` means the frame overran. */
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cpuLoad: number;
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/** Game-supplied fields merged into the snapshot — e.g. `{ mines: 12, level: 3 }`. */
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custom: Record<string, string | number>;
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}
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/**
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* Per-frame timing state. Create with {@link createDebugMonitor}, bracket each frame with
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* {@link beginFrame} / {@link endFrame}, then read with {@link sampleDebug}.
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* Holds no DOM references — safe to keep at module scope.
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*/
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export interface DebugMonitor {
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/** Target frame rate used for `budgetMs` / `cpuLoad` (default `60`). */
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targetFps: number;
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/** EMA smoothing factor 0..1 applied to `fps` (default `0.1`; higher = snappier, noisier). */
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smoothing: number;
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/** Timestamp of the last `beginFrame`, or `null` before the first frame. */
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lastTime: number | null;
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/** Timestamp captured at `beginFrame`, used by `endFrame` to compute `workMs`. */
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workStart: number;
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/** Current smoothed fps. */
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fps: number;
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/** Last frame delta in ms. */
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frameMs: number;
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/** Last measured work time in ms. */
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workMs: number;
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}
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/**
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* Creates a frame-timing monitor.
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*
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* @param opts.targetFps - Frame rate the budget/load are measured against (default `60`)
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* @param opts.smoothing - EMA factor 0..1 for the fps readout (default `0.1`)
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*
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* @example
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* const dbg = createDebugMonitor() // 60 fps budget
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* const dbg = createDebugMonitor({ targetFps: 50 }) // PAL
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*/
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export declare function createDebugMonitor(opts?: {
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targetFps?: number;
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smoothing?: number;
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}): DebugMonitor;
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/**
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* Marks the start of a frame. Updates `frameMs` (delta since the previous `beginFrame`) and the
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* smoothed `fps`, and starts the work-time clock for {@link endFrame}.
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* Call once at the top of your `requestAnimationFrame` loop.
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*
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* @param now - Timestamp in ms (default `performance.now()`); pass the rAF timestamp for accuracy.
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*/
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export declare function beginFrame(m: DebugMonitor, now?: number): void;
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/**
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* Marks the end of the frame's JS work (after update + render). Sets `workMs` to the time since
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* {@link beginFrame}. Optional — skip it and `workMs` / `cpuLoad` stay `0`.
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*
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* @param now - Timestamp in ms (default `performance.now()`).
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*/
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export declare function endFrame(m: DebugMonitor, now?: number): void;
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/**
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* Reads the current numbers as a fresh {@link DebugInfo}. Merge game-specific fields via `custom`.
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*
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* @example
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* const info = sampleDebug(dbg, { mines: mineCount, level })
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*/
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export declare function sampleDebug(m: DebugMonitor, custom?: Record<string, string | number>): DebugInfo;
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/**
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* Draws a small Spectrum-style debug overlay: `FPS` + frame ms, then `CPU %` (only when work time
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* was measured), then one line per `custom` field. Lines are `CELL`-spaced down from `(x, y)`.
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*
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* The game owns the toggle key and placement — this is just a convenience renderer over
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* {@link drawText}.
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*
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* @param x - Left edge in game pixels (default `1`)
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* @param y - Top edge in game pixels (default `1`)
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* @param ink - Text colour (default `C.B_YELLOW`)
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* @param paper - Background colour for readability (default `C.BLACK`)
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*
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* @example
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* if (showDebug) drawDebugOverlay(ctx, sampleDebug(dbg, { mines }))
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*/
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export declare function drawDebugOverlay(ctx: CanvasRenderingContext2D, info: DebugInfo, x?: number, y?: number, ink?: SpectrumColor, paper?: SpectrumColor): void;
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//# sourceMappingURL=debug.d.ts.map
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{"version":3,"file":"debug.d.ts","sourceRoot":"","sources":["../src/debug.ts"],"names":[],"mappings":"AAAA,OAAO,EAAW,KAAK,aAAa,EAAE,MAAM,cAAc,CAAA;AAG1D;;;;;;;;GAQG;AACH,MAAM,WAAW,SAAS;IACxB,+DAA+D;IAC/D,GAAG,EAAE,MAAM,CAAA;IACX,iGAAiG;IACjG,OAAO,EAAE,MAAM,CAAA;IACf,iHAAiH;IACjH,MAAM,EAAE,MAAM,CAAA;IACd,kFAAkF;IAClF,QAAQ,EAAE,MAAM,CAAA;IAChB,8GAA8G;IAC9G,OAAO,EAAE,MAAM,CAAA;IACf,sFAAsF;IACtF,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,MAAM,CAAC,CAAA;CACxC;AAED;;;;GAIG;AACH,MAAM,WAAW,YAAY;IAC3B,wEAAwE;IACxE,SAAS,EAAE,MAAM,CAAA;IACjB,8FAA8F;IAC9F,SAAS,EAAE,MAAM,CAAA;IACjB,4EAA4E;IAC5E,QAAQ,EAAE,MAAM,GAAG,IAAI,CAAA;IACvB,kFAAkF;IAClF,SAAS,EAAE,MAAM,CAAA;IACjB,4BAA4B;IAC5B,GAAG,EAAE,MAAM,CAAA;IACX,8BAA8B;IAC9B,OAAO,EAAE,MAAM,CAAA;IACf,qCAAqC;IACrC,MAAM,EAAE,MAAM,CAAA;CACf;AAED;;;;;;;;;GASG;AACH,wBAAgB,kBAAkB,CAChC,IAAI,GAAE;IAAE,SAAS,CAAC,EAAE,MAAM,CAAC;IAAC,SAAS,CAAC,EAAE,MAAM,CAAA;CAAO,GACpD,YAAY,CAUd;AAED;;;;;;GAMG;AACH,wBAAgB,UAAU,CAAC,CAAC,EAAE,YAAY,EAAE,GAAG,GAAE,MAA0B,GAAG,IAAI,CASjF;AAED;;;;;GAKG;AACH,wBAAgB,QAAQ,CAAC,CAAC,EAAE,YAAY,EAAE,GAAG,GAAE,MAA0B,GAAG,IAAI,CAE/E;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,CACzB,CAAC,EAAE,YAAY,EACf,MAAM,GAAE,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,MAAM,CAAM,GAC3C,SAAS,CAUX;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,gBAAgB,CAC9B,GAAG,EAAE,wBAAwB,EAC7B,IAAI,EAAE,SAAS,EACf,CAAC,GAAE,MAAU,EACb,CAAC,GAAE,MAAU,EACb,GAAG,GAAE,aAA0B,EAC/B,KAAK,GAAE,aAAuB,GAC7B,IAAI,CAON"}
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package/dist/debug.js
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import { C, CELL } from './palette.js';
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import { drawText } from './renderer.js';
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/**
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* Creates a frame-timing monitor.
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*
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* @param opts.targetFps - Frame rate the budget/load are measured against (default `60`)
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* @param opts.smoothing - EMA factor 0..1 for the fps readout (default `0.1`)
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*
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* @example
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* const dbg = createDebugMonitor() // 60 fps budget
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* const dbg = createDebugMonitor({ targetFps: 50 }) // PAL
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*/
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export function createDebugMonitor(opts = {}) {
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return {
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targetFps: opts.targetFps ?? 60,
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smoothing: opts.smoothing ?? 0.1,
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lastTime: null,
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workStart: 0,
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fps: 0,
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frameMs: 0,
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workMs: 0,
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};
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}
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/**
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* Marks the start of a frame. Updates `frameMs` (delta since the previous `beginFrame`) and the
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* smoothed `fps`, and starts the work-time clock for {@link endFrame}.
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* Call once at the top of your `requestAnimationFrame` loop.
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*
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* @param now - Timestamp in ms (default `performance.now()`); pass the rAF timestamp for accuracy.
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*/
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export function beginFrame(m, now = performance.now()) {
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if (m.lastTime !== null) {
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m.frameMs = now - m.lastTime;
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const inst = m.frameMs > 0 ? 1000 / m.frameMs : 0;
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// First real sample primes directly; afterwards apply EMA smoothing.
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m.fps = m.fps === 0 ? inst : m.fps + m.smoothing * (inst - m.fps);
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}
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m.lastTime = now;
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m.workStart = now;
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}
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/**
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* Marks the end of the frame's JS work (after update + render). Sets `workMs` to the time since
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* {@link beginFrame}. Optional — skip it and `workMs` / `cpuLoad` stay `0`.
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*
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* @param now - Timestamp in ms (default `performance.now()`).
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*/
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export function endFrame(m, now = performance.now()) {
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m.workMs = Math.max(0, now - m.workStart);
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}
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/**
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* Reads the current numbers as a fresh {@link DebugInfo}. Merge game-specific fields via `custom`.
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*
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* @example
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* const info = sampleDebug(dbg, { mines: mineCount, level })
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*/
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export function sampleDebug(m, custom = {}) {
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const budgetMs = m.targetFps > 0 ? 1000 / m.targetFps : 0;
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return {
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fps: m.fps,
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frameMs: m.frameMs,
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workMs: m.workMs,
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budgetMs,
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cpuLoad: budgetMs > 0 ? m.workMs / budgetMs : 0,
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custom,
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};
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}
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/**
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* Draws a small Spectrum-style debug overlay: `FPS` + frame ms, then `CPU %` (only when work time
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* was measured), then one line per `custom` field. Lines are `CELL`-spaced down from `(x, y)`.
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*
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* The game owns the toggle key and placement — this is just a convenience renderer over
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* {@link drawText}.
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*
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* @param x - Left edge in game pixels (default `1`)
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* @param y - Top edge in game pixels (default `1`)
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* @param ink - Text colour (default `C.B_YELLOW`)
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* @param paper - Background colour for readability (default `C.BLACK`)
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*
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* @example
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* if (showDebug) drawDebugOverlay(ctx, sampleDebug(dbg, { mines }))
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*/
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export function drawDebugOverlay(ctx, info, x = 1, y = 1, ink = C.B_YELLOW, paper = C.BLACK) {
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const lines = [`${Math.round(info.fps)} FPS ${info.frameMs.toFixed(1)}ms`];
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if (info.workMs > 0)
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lines.push(`CPU ${Math.round(info.cpuLoad * 100)}%`);
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for (const key of Object.keys(info.custom))
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lines.push(`${key} ${info.custom[key]}`);
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for (let i = 0; i < lines.length; i++) {
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drawText(ctx, lines[i], x, y + i * CELL, ink, paper);
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}
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}
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//# sourceMappingURL=debug.js.map
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