|
- level1 = Class{}
- local levelLoaded = false
- local M = {}
- function level1.load()
- shipsleft = 1
- thrusterMax = 25
- firstShip.fuel = 25
- 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, asteroidImage, "nodelete"))
- end
- function level1.hint()
- GUIDraw("left")
- love.graphics.setFont(tinyfont)
- love.graphics.setColor(1,1,1,1)
- 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
- love.graphics.setColor(1,1,1,1)
- end
- function level1.reset()
- firstShip:reset()
- local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png")
- table.insert(planets, planet(700, 200, 50, 0.3, asteroidImage))
- shipsleft = 1
- shipIsHit = false
- firstShip.fuel = 25
- 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') and VCAM.x < WINDOW_WIDTH*2) then
- VCAM.x = VCAM.x + 10
- end
- end
- function level1.goBack()
- levelgeneral.goBack()
- end
- return level1
|