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run.lua
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function love.run()
love.load(love.arg.parseGameArguments(arg), arg)
-- We don't want the first frame's dt to include time taken by love.load.
love.timer.step()
local dt = 0
local dt = 0
local tr = 1/60
local fr = 1/60
local ua = 0
local da = 0
-- Main loop time.
return function()
-- Process events.
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
-- Update dt, as we'll be passing it to update
dt = love.timer.step()
ua = ua + dt
da = da + dt
-- Call update and draw
if ua > tr then
love.update(tr)
ua = ua % tr
end
if da > fr then
love.graphics.origin()
love.graphics.clear(love.graphics.getBackgroundColor())
love.draw()
love.graphics.present()
da = da % fr
end
love.timer.sleep(0.001)
end
end