Added a sprite in preparation for incoming updates & added delta counter.
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core/assets/sprites/testBackground.png
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core/assets/sprites/testBackground.png
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@ -25,7 +25,6 @@ import com.saltosion.gladiator.gui.TextNode;
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import com.saltosion.gladiator.gui.TextProperty;
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import com.saltosion.gladiator.util.AppUtil;
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import com.saltosion.gladiator.util.Global;
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import com.saltosion.gladiator.util.Log;
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import com.saltosion.gladiator.util.SpriteSequence;
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import java.util.ArrayList;
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import java.util.List;
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@ -48,6 +47,11 @@ public class RenderingSystem extends EntitySystem {
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private boolean debug = true;
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private final Color debugColor = new Color(0, 1, 0, 1);
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private float deltaDelay = 0;
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private double deltaAvgSum;
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private long deltaAvgTimes;
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private String deltaString = "0";
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private List<TextObject> drawableText;
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@Override
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@ -90,10 +94,33 @@ public class RenderingSystem extends EntitySystem {
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renderGUI(new Vector2(0, 0));
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renderDebug(camera);
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drawString("FPS: " + Gdx.graphics.getFramesPerSecond(), new Vector2(camera.position.x - 12, camera.position.y + 8));
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if (debug) {
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drawString("FPS: " + Gdx.graphics.getFramesPerSecond(), new Vector2(camera.position.x - 12, camera.position.y + 8));
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drawString("Delta (ms): " + getDeltaWithDelay(deltaTime, 0.1f), new Vector2(camera.position.x - 12, camera.position.y + 7));
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}
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renderFont(fontCamera);
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}
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/**
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* A debugging function for easier performance logging.
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*
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* @param deltaTime The delta of the current frame
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* @param delay The delay between deltaString updates
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* @return A string that has the delta formatted
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*/
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private String getDeltaWithDelay(float deltaTime, float delay) {
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this.deltaDelay += deltaTime;
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this.deltaAvgSum += Gdx.graphics.getDeltaTime() * 1000;
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this.deltaAvgTimes++;
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if (this.deltaDelay >= delay) {
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this.deltaDelay = 0;
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this.deltaString = String.format("%.2f", this.deltaAvgSum / this.deltaAvgTimes);
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this.deltaAvgSum = 0;
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this.deltaAvgTimes = 0;
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}
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return deltaString;
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}
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private void renderEntities(float deltaTime) {
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batch.setProjectionMatrix(camera.combined);
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batch.begin();
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