text: 
  import ll from '../ll';
  import LSprite from './LSprite';
  import LEvent from '../events/LEvent';
  class FPS extends LSprite {
      constructor() {
          super();
          if (!ll.LGlobal.fpsStatus) {
              ll.LGlobal.fpsStatus = {
                  a: 0,
                  b: 0,
                  c: 0,
                  d: 0,
                  e: 0,
                  bitmapData: 0,
                  display: 0,
                  transform: 0,
                  graphics: 0,
                  text: 0,
                  reset: function() {
                      this.a = this.bitmapData;
                      this.b = this.display - 1;
                      this.c = this.transform - 1;
                      this.d = this.graphics - 1;
                      this.e = this.text - 5;
                      this.bitmapData = 0;
                      this.display = 0;
                      this.transform = 0;
                      this.graphics = 0;
                      this.text = 0;
                  }
              };
          }
          this.fps = [];
          this.back = new ll.LShape();
          this.back.alpha = 0.5;
          this.addChild(this.back);
          for (let i = 0;i < 5;i++) {
              let f = new ll.LTextField();
              f.color = '#ffffff';
              f.y = i * 20;
              this.addChild(f);
              this.fps.push(f);
          }
          this.fpsCount = 0;
          this.fpsTime = (new Date()).getTime();
          this.addEventListener(LEvent.ENTER_FRAME, this.showFPS);
          this.super();
      }
      showFPS(e) {
          let s = e.currentTarget, t, f;
          s.fpsCount++;
          t = (new Date()).getTime();
          if (t - s.fpsTime < 1000) return;
          s.fps[0].text = 'FPS : ' + Math.round(s.fpsCount * 10000 / (t - s.fpsTime)) / 10;
          f = ll.LGlobal.fpsStatus;
          s.fps[1].text = 'DisplayObject : ' + f.c + '/' + f.b; 
          s.fps[2].text = 'Draw image : ' + f.a; 
          s.fps[3].text = 'Draw graphics : ' + f.d; 
          s.fps[4].text = 'Draw text : ' + f.e; 
          s.fpsTime = t;
          s.fpsCount = 0;
          s.back.graphics.clear();
          s.back.graphics.drawRect(0, '#000000', [0, 0, s.fps[1].getWidth(), 100], true, '#000000');
      }
      die() {
          ll.LGlobal.fpsStatus = null;
          this.super();
      }
  }
  ll.FPS = FPS;
  export default FPS;