added frameRate() function.
while working on all this, had a bit of a think. i believe my flickering screen problem is a result of me hacking Love2d to work more like processing/p5. in the processing model, the approach is a synchronous model. draw runs once per frame. if too much processing happens, it slows down/frame rate drops. love2d takes the approach of drawing as many times as needed per game loop. logic is separated out into update(), while drawing is rendered in a separate thread, so game logic doesn't block rendering and realtime logic can be processed. In love2d, the emphasis is on realtime game processes.: