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- selectlv = Class{}
- levels = {}
- table.insert(levels, menu:addButton("Level 1", function ()
- menuLoaded = false
- objReset()
- gameState = "levelgeneral"
- currentLevel = 1
- end ))
- table.insert(levels, menu:addButton("Level 2", function ()
- if saveData.levelsBeaten > 0 then
- menuLoaded = false
- objReset()
- gameState = "levelgeneral"
- currentLevel = 2
- end
- end ))
- table.insert(levels, menu:addButton("Level 3", function ()
- if saveData.levelsBeaten > 1 then
- menuLoaded = false
- objReset()
- gameState = "levelgeneral"
- currentLevel = 3
- end
- end ))
-
-
-
- table.insert(levels, menu:addButton("Go Back", function ()
- gameState = "menu"
- end ))
- local M = {}
- function selectlv.update(dt)
- if not menuLoaded then
- firstShip.x = -100
- firstShip.speed = 10
- firstShip.y = love.math.random(0, WINDOW_HEIGHT)
- menuLoaded = true
- table.insert(planets, planet(love.math.random(100, WINDOW_WIDTH-100), love.math.random(100, WINDOW_HEIGHT-100), 90000000, 0.3, love.graphics.newImage("entities/planet/planet.png")))
- end
- for i in ipairs(planets) do
- planets[i]:update(dt)
- end
- firstShip:update(dt)
- if shipIsHit then
- shipIsHit = false
- firstShip:reset()
- firstShip.x = -100
- firstShip.speed = 10
- firstShip.y = love.math.random(0, WINDOW_HEIGHT)
- --print("ship is hit")
- end
- end
-
- function selectlv.draw(dt)
- firstShip:draw()
- for i in ipairs(planets) do
- planets[i]:draw(dt)
- end
- menu:butt(levels, WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_WIDTH/2, WINDOW_HEIGHT/2, 40, WINDOW_WIDTH/3, "beatenGreen")
- end
-
- return selectlv
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