a more radical attempt at ignoring nil y's
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d231f4d37d
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8
app.lua
8
app.lua
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@ -35,9 +35,7 @@ function love.run()
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end
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end
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if love.timer then dt = love.timer.step() end
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if App.update then App.update(dt) end -- will pass 0 if love.timer is disabled
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-- perform draw before update to give it a chance to mutate state
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if love.graphics and love.graphics.isActive() then
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love.graphics.origin()
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@ -48,6 +46,10 @@ function love.run()
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love.graphics.present()
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end
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if love.timer then dt = love.timer.step() end
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if App.update then App.update(dt) end -- will pass 0 if love.timer is disabled
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if love.timer then love.timer.sleep(0.001) end
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end
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end
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@ -241,10 +241,6 @@ function Drawing.update(State)
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if State.lines.current_drawing == nil then return end
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local drawing = State.lines.current_drawing
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assert(drawing.mode == 'drawing')
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if drawing.y == nil then
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-- something invalidated all the y's; just wait for a draw
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return
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end
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local pmx, pmy = App.mouse_x(), App.mouse_y()
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local mx = Drawing.coord(pmx-State.left, State.width)
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local my = Drawing.coord(pmy-drawing.y, State.width)
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