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benchmark.js
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/*
* rock3d.js: A 3D game engine for making retro FPS games
* Copyright (C) 2018 Alex Mayfield <[email protected]>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
const benchmark = require('benchmark');
const { getAnimationFrame } = require('./dist/entityConfig');
/**
* A test entity.
*/
const testConfig = {
name: "Test",
radius: 16,
height: 32,
spritePrefix: 'TEST',
grounded: true,
animations: {
spawn: {
frames: [{
frame: 'ABC',
time: 62.5,
}, {
frame: 'DE',
time: 125,
}]
},
walk: {
loop: true,
frames: [{
frame: 'ABC',
time: 125,
}]
}
}
}
const period = 1000 / 32;
const suite = new benchmark.Suite();
suite.add("getAnimationFrame", function() {
const frame = getAnimationFrame(
testConfig, 'walk', 1, 24, period
);
}).on('cycle', function(ev) {
console.log(String(ev.target));
}).run();