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A few subtle draw performance fixes
By rounding all floated values to whole numbers... we can help a tad with aliasing and the like
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@@ -55,8 +55,8 @@ Engine.Particle.Fixed.prototype = {
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// Draw a circle - far less performant
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ctx.beginPath();
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ctx.arc(
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this.pos.x * scale,
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this.pos.y * scale,
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this.pos.x * scale >> 0,
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this.pos.y * scale >> 0,
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this.radius * scale,
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0,
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Math.PI * 2,
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