love2d-signage/main.lua

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Lua
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2017-01-07 18:35:38 +00:00
debugGraph = require 'vendor.debugGraph'
inspect = require 'vendor.inspect'
screens = {
require 'screens.screen1',
require 'screens.screen2',
}
state = {
currentScreen = 1,
state = 'running',
cycleTime = 3,
transitionTime = 1,
transitioning = false,
stateCounter = 0,
}
function love.load()
love.window.setMode(1366, 768, {borderless=true})
secondaryCanvas = love.graphics.newCanvas(love.graphics.getWidth(), love.graphics.getHeight())
fpsGraph = debugGraph:new('fps', 0, 0)
memGraph = debugGraph:new('mem', 0, 30)
end
function love.draw()
-- love.graphics.reset()
screens[state.currentScreen].render()
if state.transitioning then
secondaryCanvas:renderTo(screens[state.currentScreen % #screens + 1].render)
love.graphics.setColor(255, 255, 255, 255 * (state.stateCounter / state.transitionTime)) -- red, green, blue, opacity (this would be white with 20% opacity)
love.graphics.draw(secondaryCanvas, 0, 0)
end
-- Draw graphs
love.graphics.setColor(255, 255, 255, 128)
--love.graphics.setNewFont(10)
--love.graphics.print(inspect(state), 0, 60, 0)
fpsGraph:draw()
memGraph:draw()
end
function love.update(dt)
screens[state.currentScreen].update(dt)
if state.transitioning then
screens[state.currentScreen % #screens + 1].update(dt)
end
state.stateCounter = state.stateCounter + dt
if state.transitioning then
if state.stateCounter >= state.transitionTime then
state.stateCounter = 0
state.transitioning = false
state.currentScreen = (state.currentScreen % #screens) + 1
end
else
if state.stateCounter >= state.cycleTime then
state.stateCounter = 0
state.transitioning = true
end
end
-- Update the graphs
fpsGraph:update(dt)
memGraph:update(dt)
require("vendor.lurker").update()
end