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Version packages - #106
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This PR was opened by the Changesets release GitHub action. When you're ready to do a release, you can merge this and publish to npm yourself or setup this action to publish automatically. If you're not ready to do a release yet, that's fine, whenever you add more changesets to main, this PR will be updated.
Releases
@debuffjp/core@0.33.0
Minor Changes
spriteOptions(o)buildsdraw.spriteoptions with every field present (undefinedfor a default), so all of a game's options objects share one shape. V8 cachesdraw.sprite's property reads for up to four shapes, and a game passing{ rotation }in one place,{ tint }in another and{}elsewhere goes past that. With eight shapes, 200kdraw.spritecalls took 13.9-14.7 ms in Node 22; the same eight built withspriteOptionstook 7.1-8.4 ms. Build each object once and change its fields in place. A game that only ever passes one or two shapes doesn't need it.@debuffjp/corere-exports it. The fields ofSpriteDrawOptionsnow acceptundefinedexplicitly, which means the default as before.Patch Changes
spryte@0.13.0
Minor Changes
spriteOptions(o)buildsdraw.spriteoptions with every field present (undefinedfor a default), so all of a game's options objects share one shape. V8 cachesdraw.sprite's property reads for up to four shapes, and a game passing{ rotation }in one place,{ tint }in another and{}elsewhere goes past that. With eight shapes, 200kdraw.spritecalls took 13.9-14.7 ms in Node 22; the same eight built withspriteOptionstook 7.1-8.4 ms. Build each object once and change its fields in place. A game that only ever passes one or two shapes doesn't need it.@debuffjp/corere-exports it. The fields ofSpriteDrawOptionsnow acceptundefinedexplicitly, which means the default as before.Patch Changes
Math.round, which V8 runs slowly. spryte now usesMath.floor(v + 0.5), which rounds the same way. In 2dbench's bunny scene (200k unrotateddraw.spritecalls, RTX 5060 Laptop, Chrome), the median frame went from 18.6 ms to 14.6 ms over 5 interleaved rounds, and pixel parity held. Rotated and smooth sprites never took that path, so they're unchanged.draw.spriteis small enough again for V8 to inline into a game's loop. Its layer-recording and Canvas 2D paths now live in a separate method. When V8 can't inline a call, it boxes the call's number arguments on the heap, which meant garbage for every sprite. In 2dbench's bunny scene (200k sprites, RTX 5060 Laptop, Chrome), the median frame went from 15.3 ms to 14.7 ms over 5 interleaved rounds. The mixed scene didn't change.@debuffjp/dev@0.33.0
Patch Changes
@debuffjp/tilemap@0.33.0
Patch Changes
@debuffjp/cli@0.33.0
Patch Changes
@debuffjp/mcp@0.33.0
Patch Changes
@debuffjp/assets@0.33.0
No changes in this release.
@debuffjp/audio@0.33.0
No changes in this release.
@debuffjp/input@0.33.0
No changes in this release.
@debuffjp/juice@0.33.0
No changes in this release.
@debuffjp/share@0.33.0
No changes in this release.
@debuffjp/ui@0.33.0
No changes in this release.
create-debuff@0.33.0
No changes in this release.