level2 = Class{}
local levelLoaded = false
local M = {}
function level2.load()
    shipsleft = 1
    local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png")
    planetsleft = 3
    thrusterMax = 50
    firstShip.fuel = 50
    gameStatus = "setup"
    playbutts = {}
    guibutts = {}
    VCAM.x, VCAM.y = WINDOW_WIDTH/2, WINDOW_HEIGHT/2
    explosions = {}
    shipIsHit = false
    guimenu = mainMenu()
    reachedGoal = false
    lvlbase = base(1800, 500)
    levelLoaded = true
    table.insert(playbutts, menu:addButton("Return to setup", function()
        gameStatus = "setup"
        level2.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 ()
        level2.goBack()
    end)) 
    table.insert(planets, planet(700, 500, 50, 0.3, asteroidImage, "nodelete"))
end 
function level2.reset()
    firstShip:reset()
    firstShip.fuel = 50
    local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png")
    table.insert(planets, planet(700, 500, 50, 0.3, asteroidImage))
    shipsleft = 1
    shipIsHit = false
end 
function level2.hint()
    GUIDraw("left")
    love.graphics.setFont(tinyfont)
    
    if (VCAM.x > WINDOW_WIDTH/2) then 
        if love.keyboard.isDown('a') then
            love.graphics.setColor(1,0,0,1) 
        end
    love.graphics.print("←[A]",10,50)
    love.graphics.setColor(1,1,1,1) 
    end 
    if (VCAM.x < WINDOW_WIDTH*2) then 
        if love.keyboard.isDown('d') then
            love.graphics.setColor(1,0,0,1) 
        end
    love.graphics.print("[D]→",100,50)
    love.graphics.setColor(1,1,1,1) 
    end 
end 
function level2.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 level2.goBack()
    levelgeneral.goBack()
end
return level2