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local evloop = require "evloop"
local game = require "game"
local assets = require "assets"
local function main()
evloop.poll "load"
local game_assets = assets.load_from "assets"
evloop.poll "loaded"
local game_obj = game.new(game_assets, {})
game_obj:run()
evloop:quit()
end
local function update()
evloop:queue("load", love.arg.parseGameArguments(arg), arg)
evloop:queue "loaded"
evloop.poll "loaded"
local paused = false
for e in evloop.events("update", "debug.pause", "debug.unpause") do
if e == "debug.pause" then
paused = true
elseif e == "debug.unpause" then
paused = false
end
if not paused then
love.event.pump()
local es = love.event.poll()
while true do
local e = {es()}
if not e[1] then break end
if love.handlers[e[1]] then
love.handlers[e[1]](unpack(e, 2))
end
evloop:queue(unpack(e))
end
end
local dt = love.timer.step()
evloop:queue(not paused and "timer" or "debug.timer", dt)
if love.graphics and love.graphics.isActive() then
love.graphics.clear(love.graphics.getBackgroundColor())
require "viewport".origin()
evloop:queue "draw"
evloop:queue "draw_complete"
evloop.poll "draw_complete"
love.graphics.present()
end
love.timer.sleep(0.001)
end
end
evloop:wrap(update)
evloop:wrap(main)
local run = coroutine.wrap(function() evloop:run() end)
function love.run()
if love.timer then love.timer.step() end
return function()
local val = run({"update"})
if val == true then
return
elseif val == nil then
return 0
else
return val
end
end
end
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