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main.lua
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80 lines (59 loc) · 1.79 KB
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local life = require("life");
local screensaver = require("screensaver");
local screensaverSettingsMenu = require("screensaverSettingsMenu");
local demoMode = require("demoMode");
local readCells, writeCells;
local lifeInstance;
function love.load(arg)
FRAMERATE_MAX = math.huge;
math.randomseed(os.time())
if arg[1] == "/s" then
screensaver.init();
elseif arg[1] == "/c" then
screensaverSettingsMenu.init();
else
demoMode.init(arg);
end
end
function love.draw()
end
function love.update()
end
--Override love.run because I am gigachad
function love.run()
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
-- We don't want the first frame's dt to include time taken by love.load.
if love.timer then love.timer.step() end
local dt = 0
-- Main loop time.
return function()
local startTime = love.timer.getTime();
-- Process events.
if love.event then
love.event.pump()
for name, a,b,c,d,e,f in love.event.poll() do
if name == "quit" then
if not love.quit or not love.quit() then
return a or 0
end
end
love.handlers[name](a,b,c,d,e,f)
end
end
-- Update dt, as we'll be passing it to update
if love.timer then dt = love.timer.step() end
-- Call update and draw
if love.update then love.update(dt) end -- will pass 0 if love.timer is disabled
if love.graphics and love.graphics.isActive() then
love.graphics.origin()
love.graphics.clear(love.graphics.getBackgroundColor())
if love.draw then love.draw() end
love.graphics.present()
end
local frameTime = (love.timer.getTime() - startTime);
love.timer.sleep((1/FRAMERATE_MAX) - frameTime);
end
end
function math.logBase(x, base)
return (math.log10(x) / math.log10(base));
end