Don’t know what it is, but here’s the code running on an iPad 2
function setup()
displayMode(FULLSCREEN)
end
framenum = 0
function draw()
background(255, 0, 0, 255)
sprite(img(),WIDTH,HEIGHT)
tileImage(img(),0,0,1)
fill(72, 255, 0, 255)
text(WIDTH,CurrentTouch.x,CurrentTouch.y)
text(HEIGHT,CurrentTouch.x+34,CurrentTouch.y)
end
function img()
local img = image(8, 8)
img:set(1,1,0,0,0,255)
img:set(1,2,255,255,255,255)
img:set(1,3,0,0,0,255)
img:set(1,4,255,255,255,255)
img:set(1,5,0,0,0,255)
img:set(1,6,255,255,255,255)
img:set(1,7,0,0,0,255)
img:set(1,8,255,255,255,255)
img:set(2,1,255,255,255,255)
img:set(2,2,0,0,0,255)
img:set(2,3,255,255,255,255)
img:set(2,4,0,0,0,255)
img:set(2,5,255,255,255,255)
img:set(2,6,0,0,0,255)
img:set(2,7,255,255,255,255)
img:set(2,8,0,0,0,255)
img:set(3,1,0,0,0,255)
img:set(3,2,255,255,255,255)
img:set(3,3,0,0,0,255)
img:set(3,4,255,255,255,255)
img:set(3,5,0,0,0,255)
img:set(3,6,255,255,255,255)
img:set(3,7,0,0,0,255)
img:set(3,8,255,255,255,255)
img:set(4,1,255,255,255,255)
img:set(4,2,0,0,0,255)
img:set(4,3,255,255,255,255)
img:set(4,4,0,0,0,255)
img:set(4,5,255,255,255,255)
img:set(4,6,0,0,0,255)
img:set(4,7,255,255,255,255)
img:set(4,8,0,0,0,255)
img:set(5,1,0,0,0,255)
img:set(5,2,255,255,255,255)
img:set(5,3,0,0,0,255)
img:set(5,4,255,255,255,255)
img:set(5,5,0,0,0,255)
img:set(5,6,255,255,255,255)
img:set(5,7,0,0,0,255)
img:set(5,8,255,255,255,255)
img:set(6,1,255,255,255,255)
img:set(6,2,0,0,0,255)
img:set(6,3,255,255,255,255)
img:set(6,4,0,0,0,255)
img:set(6,5,255,255,255,255)
img:set(6,6,0,0,0,255)
img:set(6,7,255,255,255,255)
img:set(6,8,0,0,0,255)
img:set(7,1,0,0,0,255)
img:set(7,2,255,255,255,255)
img:set(7,3,0,0,0,255)
img:set(7,4,255,255,255,255)
img:set(7,5,0,0,0,255)
img:set(7,6,255,255,255,255)
img:set(7,7,0,0,0,255)
img:set(7,8,255,255,255,255)
img:set(8,1,255,255,255,255)
img:set(8,2,0,0,0,255)
img:set(8,3,255,255,255,255)
img:set(8,4,0,0,0,255)
img:set(8,5,255,255,255,255)
img:set(8,6,0,0,0,255)
img:set(8,7,255,255,255,255)
img:set(8,8,0,0,0,255)
return img
end
function tileImage(image,movex,movey,iscale)
currentScale = scale()
bscale = currentScale
scale(iscale)
ssx, ssy = spriteSize(image)
for y = 0, WIDTH/ssx+1 do
for x = 0, HEIGHT/ssy+1 do
sprite(image, x * ssx, y * ssy)
end
end
redefineScale()
end
function redefineScale()
local oldScale = scale
local currentScale = 1
scale = function( d )
if d == nil then
return currentScale
else
currentScale = currentScale * d
oldScale(d)
end
end
end
Code is supposed to pause when there’s a memory overload, right?