debug msgs
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				@ -114,6 +114,10 @@ void Game::initGame(){
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 *
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 * @return @WinValue::PLAYERS if the players won, @WinValue::INVADERS is the invaders won, WinValue::NOBODY else (also in case of error)
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 */
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#define START_TIMER() DEBUG_INSTR(debugTime = chrono::high_resolution_clock::now())
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#define PRINT_TIMER(X) DEBUG_MSG((X) << " :" << chrono::duration_cast<chrono::nanoseconds>(chrono::high_resolution_clock::now()-debugTime).count())
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WinValue Game::enterGameLoop(){ // returns when game is finished
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	// computed in advance for performance reasons
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	chrono::milliseconds maxFrameTime = chrono::milliseconds(1000/confData.maxFPS);
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@ -122,7 +126,11 @@ WinValue Game::enterGameLoop(){ // returns when game is finished
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	unsigned fps = 0;
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	typedef chrono::high_resolution_clock::time_point MyTimePoint;
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	MyTimePoint fpsStartTime = {};
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	DEBUG_INSTR(MyTimePoint debugTime);
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	while(window.isOpen()){
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		DEBUG_INSTR(fflush(stdout));
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		DEBUG_MSG("------------")
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		MyTimePoint startTime = chrono::high_resolution_clock::now();
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		if(fpsStartTime.time_since_epoch()==chrono::seconds(0)){
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@ -131,26 +139,38 @@ WinValue Game::enterGameLoop(){ // returns when game is finished
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		pm->startFrame();
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		START_TIMER()
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		managePlayers();
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		PRINT_TIMER("manage players")
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		START_TIMER()
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		if(manageInvaders()) { // if they went down
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			if (invadersTouchPlayer())return WinValue::INVADERS;
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			tryAwakeGod();
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		}
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		PRINT_TIMER("manage invaders")
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		START_TIMER()
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		if(manageGod())return WinValue::PLAYERS;
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		if(arePlayersDead())return WinValue::GOD;
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		PRINT_TIMER("god")
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		START_TIMER()
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		moveMissiles();
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		remCollidingProjectiles();
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		moveTorpedos();
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		remCollidingProjectiles();
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		PRINT_TIMER("self collisions")
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		START_TIMER()
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		checkMissilesAndPlayers();
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		if(checkTorpedosAndInvaders())return WinValue::PLAYERS;
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		PRINT_TIMER("collisions between entities")
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		if(arePlayersDead())return WinValue::INVADERS;
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		START_TIMER()
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		displayAll(fps);
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		PRINT_TIMER("display")
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		pm->endFrame();
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