level1 = Class{} local levelLoaded = false local M = {} function level1.load() shipsleft = 1 thrusterMax = 50 firstShip.fuel = 50 local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png") planetsleft = 3 gameStatus = "setup" playbutts = {} guibutts = {} VCAM.x, VCAM.y = WINDOW_WIDTH/2, WINDOW_HEIGHT/2 explosions = {} shipIsHit = false guimenu = mainMenu() reachedGoal = false lvlbase = base(900, 200) levelLoaded = true table.insert(playbutts, menu:addButton("Return to setup", function() gameStatus = "setup" level1.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 () level.goBack() end)) -- table.insert(planets, planet(700, 200, 50, 0.3, planetImage, "nodelete")) end function level1.reset() firstShip:reset() for k in pairs(planets) do planets[k] = nil end local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png") table.insert(planets, planet(700, 200, 50, 0.3, planetImage)) shipsleft = 1 shipIsHit = false firstShip.fuel = 50 planetsleft = 3 end function level1.GUIControl() if (love.keyboard.isDown('a') and VCAM.x > WINDOW_WIDTH/2) then VCAM.x = VCAM.x - 10 end if (love.keyboard.isDown('d')) then VCAM.x = VCAM.x + 10 end end function level1.goBack() levelgeneral.goBack() end return level1