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local counter -- Recommedned to reuse tables for commonly used counters | |
function state:update(dt) | |
counter = appleCake.counter("State", {"value"=self.value, "valueZ"=self.valueZ}, counter) -- You can create overlapping bar graphs | |
end | |
-- record memory each update | |
local memory | |
function love.update(dt) | |
memory = appleCake.counter("Memory", {"kb"=collectgarbage("count")}, memory) | |
end |
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local timer = 0 | |
local sinCounter | |
function love.update(dt) | |
timer = timer + dt | |
sinCounter = appleCake.counter("sin", {sin=math.sin(timer)}, sinCounter) | |
if timer > 0.1 then | |
appleCake.counter("memory", {memory=collectgarbage("count")}) | |
timer = 0 |
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local buffer = require("string.buffer") | |
local serialize = { | |
encode = function(...) | |
local data = {} | |
for i=1, select('#', ...) do | |
local var = select(i, ...) | |
if type(var) == "userdata" then | |
var = var:getString() | |
end |
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if love._version_major == "11" and jit then | |
local ffi = require("ffi") | |
ffi.cdef[[ | |
typedef void SDL_Window; | |
SDL_Window* SDL_GL_GetCurrentWindow(void); | |
void SDL_HideWindow(SDL_Window * window); | |
]] | |
local SDL2 = ffi.load("SDL2") | |
local window = SDL2.SDL_GL_GetCurrentWindow() | |
SDL2.SDL_HideWindow(window) |
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local ffi = require("ffi") | |
ffi.cdef[[ | |
typedef struct { | |
union { | |
uint64_t rgba; | |
struct { | |
uint8_t a; | |
uint8_t b; | |
uint8_t g; | |
uint8_t r; |
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local scene = {} | |
-- all functions are the same as love.* (except scene.unload) but put them in a scene table and return it at the end | |
scene.load = function() | |
scene.img = love.graphics.newImage("logo.png") | |
end | |
scene.unload = function() -- only custom function added, called before switching scenes | |
scene.img = nil -- unload image when leaving the scene as we will never return back to this splash screen | |
-- if you're switching between the game and another scene back and forth you won't need to keep loading the images | |
-- therefore check if they're already loaded in `scene.load` otherwise you will be |
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Windows Registry Editor Version 5.00 | |
; new file type | |
[HKEY_CLASSES_ROOT\.lua] | |
@="lua" | |
; template | |
[HKEY_CLASSES_ROOT\.lua\ShellNew] | |
"FileName"="" |
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local lg, lt = love.graphics, love.touch | |
local insert, remove = table.insert, table.remove | |
local sqrt = math.sqrt | |
local x,y, w,h = love.window.getSafeArea() | |
local textW, textH = x+w,y+h | |
local a, b = textW/2, textH/2 | |
local texture = lg.newCanvas(textW,textH) | |
lg.setCanvas(texture) | |
lg.setColor(.5,.5,.5) |
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local pixelArt = function(asset) | |
asset:setFilter("nearest","nearest") | |
end | |
local assets = { | |
{"red","assets/red.png",onload=pixelArt}, | |
{"red","assets/red.png",onload=pixelArt}, | |
} |
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local maths = {} | |
function maths.cross(ux, uy, uz, vx, vy, vz) | |
local nx = (uy*vz) - (uz*vy) | |
local ny = (uz*vx) - (ux*vz) | |
local nz = (ux*vy) - (uy*vx) | |
return nx, ny, nz | |
end | |
function maths.dot(ux, uy, uz, vx, vy, vz) |