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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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@@ -135,8 +135,8 @@ Engine.Particle.prototype = {
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// Draw a square - very performant
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ctx.fillRect(
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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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this.radius * scale
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);
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