level5 = Class{} local levelLoaded = false local M = {} function level5.load() shipsleft = 1 local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png") planetsleft = 10 gameStatus = "setup" playbutts = {} guibutts = {} thrusterMax = 100 firstShip.fuel = 100 VCAM.x, VCAM.y = 0, WINDOW_HEIGHT/2 explosions = {} shipIsHit = false guimenu = mainMenu() reachedGoal = false lvlbase = base(50, 2000) levelLoaded = true table.insert(playbutts, menu:addButton("Return to setup", function() gameStatus = "setup" levelgeneral.reset() end )) table.insert(guibutts, menu:addButton("Release brake!", function () if shipsleft == 0 then selectedItem = "none" gameStatus = "play" end end )) table.insert(guibutts, menu:addButton("To menu", function () levelgeneral.goBack() end)) table.insert(planets, planet(0, 2000, 50, 0.3, asteroidImage, "nodelete")) table.insert(planets, planet(100, 2000, 50, 0.3, asteroidImage, "nodelete")) table.insert(planets, planet(50, 1700, 50, 0.3, asteroidImage, "nodelete")) end function level5.reset() firstShip:reset() for k in pairs(planets) do if planets[k].deletable then planets[k] = nil end end local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png") shipsleft = 1 firstShip.fuel = 100 shipIsHit = false planetsleft = 10 end function level5.GUIControl() if (love.keyboard.isDown('w') and VCAM.y > -WINDOW_WIDTH) then VCAM.y = VCAM.y - 10 end if (love.keyboard.isDown('s') and VCAM.y < WINDOW_WIDTH*2) then VCAM.y = VCAM.y + 10 end end function level5.hint() GUIDraw("up") love.graphics.setFont(tinyfont) if (VCAM.y > -WINDOW_WIDTH) then love.graphics.print("↑[W]",50,10) end if (VCAM.y < WINDOW_WIDTH*2) then love.graphics.print("↓[D]",50,100) end end function level5.goBack() levelgeneral.goBack() end return level5