@@ -9,6 +9,10 @@ function Planet:init(tempX, tempY, tempR, tempM, tempXSpeed, tempYSpeed, tempNam  
		
	
		
			
				self.xSpeed = 0  
		
	
		
			
				self.ySpeed = 0  
		
	
		
			
			 
		
	
		
			
				-- Orbital speed:  
		
	
		
			
				self.orbitalX = 0  
		
	
		
			
				self.orbitalY = 0  
		
	
		
			
			 
		
	
		
			
				-- Speed Change: (throttle 0 - 1; variable) (speed; constant (max speed change))  
		
	
		
			
				self.throttle = 0.5  
		
	
		
			
				self.speed = 0.05  
		
	
	
		
			
				
				
					 
			
			@@ -39,8 +43,8 @@ end  
		
	
		
			
			-- FUNCTIONS  
		
	
		
			
			 
		
	
		
			
			function Planet:updatePosition()  
		
	
		
			
				self.x = self.x + self.xSpeed  
		
	
		
			
				self.y = self.y + self.ySpeed  
		
	
		
			
				self.x = self.x + self.xSpeed + self.orbitalX   
		
	
		
			
				self.y = self.y + self.ySpeed + self.orbitalY   
		
	
		
			
				debug("Updating position of planet " .. self.name .. ": " .. self.x .. " " .. self.y)  
		
	
		
			
			end  
		
	
		
			
			 
		
	
	
		
			
				
				
				
				
					 
			
			@@ -49,10 +53,16 @@ function Planet:attract(dt)		--Planet doing the attracting, divided in two parts  
		
	
		
			
				for i, child in ipairs(self.children) do   
		
	
		
			
					local grav = calc.gPull(self, child)  
		
	
		
			
					local dist = calc.distance(self.x, self.y, child.x, child.y)  
		
	
		
			
					local pull = 20/dist * grav  
		
	
		
			
				  
		
	
		
			
					child.xSpeed = child.xSpeed - (child.x - self.x)*pull  
		
	
		
			
					child.ySpeed = child.ySpeed - (child.y - self.y)*pull  
		
	
		
			
			 
		
	
		
			
					-- Reworked planetary gravity, now works with multiple layers of parent-children. Also more realistc??   
		
	
		
			
					local angle = math.atan((child.y-self.y)/(child.x-self.x))  
		
	
		
			
					if self.x < child.x then   
		
	
		
			
						angle = angle - 3.14159  
		
	
		
			
					end  
		
	
		
			
					child.orbitalX = self.xSpeed + self.orbitalX  
		
	
		
			
					child.orbitalY = self.ySpeed + self.orbitalY  
		
	
		
			
					child.xSpeed = child.xSpeed + grav/child.m*math.cos(angle)*1e9  
		
	
		
			
					child.ySpeed = child.ySpeed + grav/child.m*math.sin(angle)*1e9  
		
	
		
			
				end   
		
	
		
			
			 
		
	
		
			
				--Attracting the player