7 Commits

21 changed files with 464 additions and 80 deletions
Unified View
  1. +5
    -2
      README.md
  2. +6
    -0
      data/font.lua
  3. +2
    -1
      data/info.lua
  4. +3
    -2
      data/settings.lua
  5. +4
    -4
      data/starshipTypes.lua
  6. +28
    -0
      data/textbox.lua
  7. +6
    -4
      import.lua
  8. +116
    -35
      main.lua
  9. +9
    -0
      src/calc.lua
  10. +80
    -0
      src/class/Button.lua
  11. +82
    -2
      src/class/Menubutton.lua
  12. +60
    -25
      src/class/Player.lua
  13. +45
    -0
      src/class/Textbox.lua
  14. +0
    -1
      src/font.lua
  15. BIN
      textures/player/orbiter.png
  16. BIN
      textures/player/orbiter/fullThrust.png
  17. BIN
      textures/player/orbiter/lowThrust.png
  18. BIN
      textures/player/orbiter/orbiter.png
  19. +18
    -4
      textures/textures.lua
  20. BIN
      textures/ui/arrow_grey.png
  21. BIN
      textures/ui/arrow_red.png

+ 5
- 2
README.md View File

@@ -1,14 +1,14 @@
# Questionable Örbital Mechanics # Questionable Örbital Mechanics


## What is this? ## What is this?
Questionable Örbital Mechanics - or as i like to call it: *QÖM* - is an open-source Space Simulation "Game" written in Lua using the Löve game engine.
Questionable Örbital Mechanics - or as we like to call it: *QÖM* - is an open-source Space Simulation "Game" written in Lua using the Löve game engine.


For now it is very basic, as it is still heavily in development. For now it is very basic, as it is still heavily in development.




## How do i play this game? ## How do i play this game?
In order to play this game you need to ... In order to play this game you need to ...
1) ...have the Lua (5.4.3) programming language installed
1) ...have the Lua (5.4.3) programming language installed (optional, as Löve comes with Lua)
1) ...have the Löve (11.3) game engine installed 1) ...have the Löve (11.3) game engine installed


For now this is the only way to play this game. In future there will be binary versions availabe. For now this is the only way to play this game. In future there will be binary versions availabe.
@@ -25,6 +25,9 @@ https://www.lua.org/download.html
Arch Linux: Arch Linux:
`sudo pacman -S love` `sudo pacman -S love`


Debian/Ubuntu Linux:
`sudo snap install love`

Windows: Windows:
https://love2d.org https://love2d.org




+ 6
- 0
data/font.lua View File

@@ -0,0 +1,6 @@
font = {
default = love.graphics.setNewFont(20),
gametitle = love.graphics.setNewFont(40)
}

return font

+ 2
- 1
data/info.lua View File

@@ -1,7 +1,8 @@
info = {} info = {}


info.name = "Questionable Örbital Mechanics" info.name = "Questionable Örbital Mechanics"
info.version = "0.0.2_dev"
info.title = info.name
info.version = "0.0.6_dev"
info.authors = { info.authors = {
"NiroUwU", "NiroUwU",
"Madiwka4" "Madiwka4"


+ 3
- 2
data/settings.lua View File

@@ -3,11 +3,12 @@ settings = {
min = 0.0001, min = 0.0001,
max = 4, max = 4,
step = 0.05, step = 0.05,
reset = 0.0001
reset = 0.2,
arrowAppear = 0.03
}, },
warp = { warp = {
min = 1, min = 1,
max = 10,
max = 25,
step = 1, step = 1,


cooldown = 10 cooldown = 10


+ 4
- 4
data/starshipTypes.lua View File

@@ -3,11 +3,11 @@ starshipTypes = {
orbiter = { orbiter = {
name = "Classic Orbiter", name = "Classic Orbiter",
description = "Dolor fugiat irure sit aliqua labore. Culpa voluptate occaecat anim exercitation proident sint ex dolor. Officia in labore sint Lorem ea. Ad minim aliqua aliqua non commodo qui in ea sit excepteur excepteur qui.", description = "Dolor fugiat irure sit aliqua labore. Culpa voluptate occaecat anim exercitation proident sint ex dolor. Officia in labore sint Lorem ea. Ad minim aliqua aliqua non commodo qui in ea sit excepteur excepteur qui.",
impacttolerance = 9999,
mass = 100000, -- idk, feels better but holy fuck thats a thicc ass boi xD
speed = 0.05,
impacttolerance = 3,
mass = 1000000, -- idk, feels better but holy fuck thats a thicc ass boi xD
speed = 0.01,
specials = {"orbitSync"}, specials = {"orbitSync"},
texture = texture.player.orbiter
textures = texture.player.orbiter
} }
} }




+ 28
- 0
data/textbox.lua View File

@@ -0,0 +1,28 @@
-- Storage for longer text strings and dialogue (?) in future for primarily textboxes

text = {
tutorial = {
"Throttle:\n",
" " .. controls.flight.throttle.up .. ", " .. controls.flight.throttle.down .. " - Changes your throttle (gui box left bottom)\n",
" " .. controls.flight.throttle.full .. ", " .. controls.flight.throttle.none .. " - Quick toggle full or no thrust\n\n",

"Engines:\n",
" " .. controls.flight.thrust.engine .. " - Hold to activate your main engine",
" " .. controls.flight.thrust.up .. ", "..controls.flight.thrust.left .. ", " .. controls.flight.thrust.down .. ", " .. controls.flight.thrust.right .. " - Small thrust in the four directions\n\n",

"Steering:\n",
" " .. controls.flight.thrust.rotleft .. ", " .. controls.flight.thrust.rotright .. " - Rotate spacecraft left and right\n\n",

"Time Warp:\n",
" " .. controls.flight.warp.up .. ", " .. controls.flight.warp.down .. " (period and comma) - Speed time warp up/down \n",
" " .. controls.flight.warp.reset .. " (minus) - Reset time warp to default (1)\n\n",

"Camera:\n",
" " .. "Scroll mouse wheel" .. " - Zoom in and out\n",
" " .. "Mouse Button "..controls.camera.zoom.reset .. " - Reset zoom to default\n\n\n",

"Key bindings can be changed in game files [data/controls.lua]!"
}
}

return text

+ 6
- 4
import.lua View File

@@ -4,19 +4,21 @@
require "libraries" require "libraries"


-- General Data: -- General Data:
info = require "data/info"
texture = require "textures/textures" texture = require "textures/textures"
info = require "data/info"
controls = require "data/controls" controls = require "data/controls"
settings = require "data/settings" settings = require "data/settings"
starshipTypes = require "data/starshipTypes" starshipTypes = require "data/starshipTypes"
font = require "data/font"
text = require "data/textbox"


-- Game Source: -- Game Source:
calc = require "src/calc" calc = require "src/calc"
font = require "src/font"




-- Game Classes: -- Game Classes:
require "src/class/Menubutton"
require "src/class/Button"
require "src/class/Textbox"
require "src/class/Player" require "src/class/Player"
require "src/class/Gui" require "src/class/Gui"
require "src/class/Planet" require "src/class/Planet"


+ 116
- 35
main.lua View File

@@ -1,14 +1,43 @@
require "import"
debug = calc.debug
calc.isDebug = true

function love.load() function love.load()
require "import"
-- Debugging / Logging:
debug = calc.debug
calc.isDebug = true

-- Declaration: -- Declaration:
love.window.setTitle(info.name.." - v"..info.version) love.window.setTitle(info.name.." - v"..info.version)
--love.graphics.setDefaultFilter("nearest", "nearest")
width, height = love.graphics.getDimensions() width, height = love.graphics.getDimensions()


-- Gamestate:
gamestate = {
quit = "stateQUIT",
menu = "stateMENU",
game = "stateGAME"
}
GAMESTATE = gamestate.menu

-- Menubuttons:
menubutton = {
menu = {
Menubutton(20, 100, 200, 50, gamestate.game, nil, "Start Game", {255, 255, 255}, {57, 45, 66}),
Menubutton(30, 170, 180, 40, gamestate.quit, nil, "Quit Game", {255, 255, 255}, {57, 45, 66})
},
game = {
-- Pause button or something here in future?
}
}

-- Buttons:
button = {
tutorial = Button(width - 70, 20, 50, 30, "help", {255, 255, 255}, {40, 40, 40}, false)
}

-- Textboxes:
textbox = {
tutorial = Textbox(40, 40, width-80, height-80, getText(text.tutorial), "center", {255, 255, 255}, {0, 0, 0})
}


-- Camera: -- Camera:
cam = Camera() cam = Camera()
zoomlevel = settings.zoom.reset zoomlevel = settings.zoom.reset
@@ -64,6 +93,9 @@ function drawPlanets()
end end
end end



-- Effects

function drawEffects() function drawEffects()
for i=1, #effects do for i=1, #effects do
effects[i]:draw() effects[i]:draw()
@@ -78,8 +110,6 @@ end


-- Camera -- Camera




function cameraControls() function cameraControls()
local step = settings.zoom.step local step = settings.zoom.step


@@ -99,8 +129,7 @@ function cameraControls()
end end


-- Zoom Limit: -- Zoom Limit:
local max = settings.zoom.max
local min = settings.zoom.min
local max, min = settings.zoom.max, settings.zoom.min
if zoomlevel < min then if zoomlevel < min then
zoomlevel = min zoomlevel = min
end end
@@ -111,6 +140,9 @@ function cameraControls()
cam:zoomTo(zoomlevel) cam:zoomTo(zoomlevel)
end end



-- Time Warp

function timewarpControls() function timewarpControls()
-- Time Warp Toggle Cooldowns: -- Time Warp Toggle Cooldowns:
local maxCooldown = settings.warp.cooldown local maxCooldown = settings.warp.cooldown
@@ -148,41 +180,88 @@ function timewarpControls()
end end




-- Menubuttons


function menubuttonUpdate()
if GAMESTATE == gamestate.menu then
for i, button in ipairs(menubutton.menu) do
button:update()
end

elseif GAMESTATE == gamestate.game then
for i, button in ipairs(menubutton.game) do
button:update()
end


function love.update(dt)
-- Game Objects:
for i=1, timewarpControls() do
-- Physics go in here:
updatePlanets()
player:update(dt)
end end
player:throttleControls()
end


-- Gui:
gui:update(dt)
function menubuttonDraw()
if GAMESTATE == gamestate.menu then
for i, button in ipairs(menubutton.menu) do
button:draw()
end


-- Camera:
cam:lookAt(player.x, player.y)
cameraControls()
--debug(player.x .. " " .. player.y)
elseif GAMESTATE == gamestate.game then
for i, button in ipairs(menubutton.game) do
button:draw()
end
end
end end


function love.draw()
cam:attach()

-- MAIN

function love.update(dt)
if GAMESTATE == gamestate.quit then
debug("Game has been quit, goodbye :)")
love.event.quit(0)

elseif GAMESTATE == gamestate.menu then

elseif GAMESTATE == gamestate.game then
-- Game Objects: -- Game Objects:
drawPlanets()
drawEffects()
player:draw()

-- Camera Zoom Player Location Indicator: OVERWORK SOON PLS KAY; IT UGLY
if zoomlevel < 0.3 then
love.graphics.setColor(1, 1, 1, 0.2)
love.graphics.circle("fill", player.x, player.y, (1/zoomlevel)*10)
for i=1, timewarpControls() do
-- Physics go in here:
updatePlanets()
player:update(dt)
end end
cam:detach()
player:throttleControls()

-- Gui:
gui:update(dt)
button.tutorial:update()

-- Camera:
cam:lookAt(player.x, player.y)
cameraControls()
end
menubuttonUpdate()
end


-- Gui:
gui:draw()
function love.draw()
if GAMESTATE == gamestate.menu then
-- Game Title:
love.graphics.setColor(1, 1, 0.6)
love.graphics.setFont(font.gametitle)
love.graphics.printf(info.title, 20, 20, width, "left")

elseif GAMESTATE == gamestate.game then
cam:attach()
-- Game Objects:
drawPlanets()
drawEffects()
player:draw()
cam:detach()

-- Gui:
player:drawPositionIndicator()
gui:draw()

if button.tutorial.isActive then
textbox.tutorial:draw()
end
button.tutorial:draw()
end
menubuttonDraw()
end end

+ 9
- 0
src/calc.lua View File

@@ -4,6 +4,7 @@ calc = {}
-- G-Constant -- G-Constant
calc.G = 6.67e-11 -- TWEAKABLE FOR LATER DEPENDING ON SCALE!!!!!!!!!!! calc.G = 6.67e-11 -- TWEAKABLE FOR LATER DEPENDING ON SCALE!!!!!!!!!!!
calc.pi = 3.14 calc.pi = 3.14

-- Development debugging/logging thing -- Development debugging/logging thing
function calc.debug(text) function calc.debug(text)
if calc.isDebug then if calc.isDebug then
@@ -50,5 +51,13 @@ function calc.closestObj(target)
return minPlanet return minPlanet
end end


-- Loops through a table and concatenate all stings (for textboxes)
function calc.getText(stringTable)
local string = ""
for i, s in ipairs(stringTable) do
string = string .. s
end
return string
end


return calc return calc

+ 80
- 0
src/class/Button.lua View File

@@ -0,0 +1,80 @@
Button = Class {}

function Button:init(tempX, tempY, tempW, tempH, tempText, tempTC, tempBC, tempActive)
-- Position and Dimensions:
self.x = tempX
self.y = tempY
self.w = tempW
self.h = tempH

-- Status:
self.isActive = tempActive

-- Text and Colours:
self.text = tempText
self.colour = {
text = calc.colour(tempTC[1], tempTC[2], tempTC[3]),
background = calc.colour(tempBC[1], tempBC[2], tempBC[3])
}

-- Click Cooldown:
self.cooldownLimit = 30
self.cooldown = 0
end


-- FUNCTIONS

function Button:hover()
local hover = false
local x,y = love.mouse.getPosition()
if x > self.x and x < self.x + self.w and y > self.y and y < self.y + self.h then
hover = true
end
return hover
end

function Button:click()
local click = false
if self:hover() and love.mouse.isDown(1) then
click = true
end
return click
end


-- MAIN

function Button:update(dt)
if self:click() and self.cooldown <= 0 then
self.isActive = not self.isActive
self.cooldown = self.cooldownLimit
end
self.cooldown = self.cooldown - 1
end

function Button:draw()
local x, y, w, h = self.x, self.y, self.w, self.h
local bg, tx = self.colour.background, self.colour.text

-- Hover Effects
if self:hover() and self.cooldown <= 0 then
--[[ Slight Colour Lightup -- broken and idk why qwq
for i = 1, #bg do
bg[i] = bg[i]*1.1
end]]

-- Slight pop up effect (purly visual)
local pop = 1
x, y, w, h = x-pop, y-pop, w+pop*2, h+pop*2
end

-- Draw Background
love.graphics.setColor(bg[1], bg[2], bg[3])
love.graphics.rectangle("fill", x, y, w, h)

-- Draw Text
love.graphics.setFont(font.default)
love.graphics.setColor(tx[1], tx[2], tx[3])
love.graphics.printf(self.text, x, y, w, "center")
end

+ 82
- 2
src/class/Menubutton.lua View File

@@ -1,5 +1,85 @@
Menubutton = Class {} Menubutton = Class {}


function Menubutton:init(tempX, tempY, tempW, tempH)
function Menubutton:init(tempX, tempY, tempW, tempH, tempState, tempFormat, tempText, tempTC, tempBC)
-- Position and Dimensions:
self.x = tempX
self.y = tempY
self.w = tempW
self.h = tempH

-- State to jump to:
self.toState = tempState

-- Formatting:
self.format = tempFormat
if self.format == "center" or self.format == "centre" then
self.x = self.x - self.w
self.y = self.y - self.h
end

-- Text and Colours:
self.text = tempText
self.colour = {
text = tempTC,
background = tempBC
}
end



-- FUNCTIONS

function Menubutton:hover()
local hover = false
local x,y = love.mouse.getPosition()
if x > self.x and x < self.x + self.w and y > self.y and y < self.y + self.h then
hover = true
end
return hover
end

function Menubutton:click()
local click = false
if self:hover() and love.mouse.isDown(1) then
click = true
end
return click
end



-- MAIN

function Menubutton:update(dt)
if self:click() then
-- Here is room for calling effects or something... looking at you madi qwq xD
GAMESTATE = self.toState
end
end

function Menubutton:draw()
local x, y, w, h = self.x, self.y, self.w, self.h
local bg, tx = self.colour.background, self.colour.text
bg, tx = calc.colour(bg[1], bg[2], bg[3]), calc.colour(tx[1], tx[2], tx[3])

-- Hover Effects
if self:hover() then
-- Slight Colour Lightup
for i = 1, #bg do
bg[i] = bg[i]*1.1
end

-- Slight pop up effect (purly visual)
local pop = 3
x, y, w, h = x-pop, y-pop, w+pop*2, h+pop*2
end

-- Draw Background
love.graphics.setColor(bg[1], bg[2], bg[3])
love.graphics.rectangle("fill", x, y, w, h)

-- Draw Text
love.graphics.setFont(font.default)
love.graphics.setColor(tx[1], tx[2], tx[3])
love.graphics.printf(self.text, x, y, w, "center")
end end

+ 60
- 25
src/class/Player.lua View File

@@ -9,6 +9,7 @@ function Player:init(tempX, tempY, tempT)
self.xStart = tempX self.xStart = tempX
self.yStart = tempY self.yStart = tempY


-- Speed of Parent:
self.orbitalX = 0 self.orbitalX = 0
self.orbitalY = 0 self.orbitalY = 0


@@ -32,19 +33,26 @@ function Player:init(tempX, tempY, tempT)
self.angle = calc.pi/2 self.angle = calc.pi/2


-- Status: -- Status:
self.isAccelerating = false
self.exploding = false self.exploding = false
self.inRange = nil self.inRange = nil


--TEXTURE HERE?
self.texture = love.graphics.newImage(starshipTypes[tempT].texture)
self.width = self.texture:getWidth()
self.height = self.texture:getHeight()
-- Spacecraft Textures:
self.texture = {
ship = starshipTypes[tempT].textures.ship,
fullThrust = starshipTypes[tempT].textures.fullThrust,
lowThrust = starshipTypes[tempT].textures.lowThrust
}
self.width = self.texture.ship:getWidth()
self.height = self.texture.ship:getHeight()
end end






-- FUNCTIONS -- FUNCTIONS


-- Player Controls:

function Player:throttleControls() function Player:throttleControls()
local change = 0.01 local change = 0.01
local max, min = 1, 0 local max, min = 1, 0
@@ -129,9 +137,11 @@ function Player:flightControls()
if (calc.distance(closestPla.x, closestPla.y, self.x, self.y) > calc.distance(closestPla.x, closestPla.y, self.x+self.xSpeed + math.cos(self.angle) * speedChange*2, self.y+self.ySpeed - math.sin(self.angle) * speedChange*2) and self:isLanded()) then --Holy moly this is long if (calc.distance(closestPla.x, closestPla.y, self.x, self.y) > calc.distance(closestPla.x, closestPla.y, self.x+self.xSpeed + math.cos(self.angle) * speedChange*2, self.y+self.ySpeed - math.sin(self.angle) * speedChange*2) and self:isLanded()) then --Holy moly this is long
debug("Flying into a planet!") debug("Flying into a planet!")
else else
self.xSpeed = self.xSpeed + math.cos(self.angle) * speedChange*2
self.xSpeed = self.xSpeed + math.cos(self.angle) * speedChange*10
--debug("Ship thrusters X: " .. math.cos(self.angle) .. " " .. math.sin(self.angle) .. " " .. self.angle) --debug("Ship thrusters X: " .. math.cos(self.angle) .. " " .. math.sin(self.angle) .. " " .. self.angle)
self.ySpeed = self.ySpeed - math.sin(self.angle) * speedChange*2
self.ySpeed = self.ySpeed - math.sin(self.angle) * speedChange*10

self.isAccelerating = true
end end
end end
if love.keyboard.isDown(controls.flight.thrust.rotleft) then if love.keyboard.isDown(controls.flight.thrust.rotleft) then
@@ -148,6 +158,9 @@ function Player:flightControls()
end end
end end



-- Get Player Data:

function Player:getSpeed() -- absolute speed function Player:getSpeed() -- absolute speed
return math.abs(self.xSpeed) + math.abs(self.ySpeed) + math.abs(self.orbitalY) + math.abs(self.orbitalX) return math.abs(self.xSpeed) + math.abs(self.ySpeed) + math.abs(self.orbitalY) + math.abs(self.orbitalX)
end end
@@ -176,7 +189,7 @@ function Player:isLanded()
if self:getOrbitHeight(p) <= 1 then if self:getOrbitHeight(p) <= 1 then
landed = true landed = true
self.landedOn = p self.landedOn = p
debug("Player touched down on: "..p.name)
--debug("Player touched down on: "..p.name)
end end
end end
-- Save Landing Speed: -- Save Landing Speed:
@@ -185,12 +198,15 @@ function Player:isLanded()
local planet = math.abs(self.landedOn:getSpeed()) local planet = math.abs(self.landedOn:getSpeed())


self.landingspeed = math.abs(player-planet) self.landingspeed = math.abs(player-planet)
debug("Landing speed: "..self.landingspeed)
--debug("Landing speed: "..self.landingspeed)
end end
self:hasCrashed() self:hasCrashed()
return landed return landed
end end



-- Player Calculations:

function Player:gravity() function Player:gravity()
if self:isLanded() then if self:isLanded() then
-- Player is landed: -- Player is landed:
@@ -220,21 +236,33 @@ function Player:updatePosition()
self.y = self.y + self.ySpeed + self.orbitalY self.y = self.y + self.ySpeed + self.orbitalY
end end


function Player:drawTexture(x, y, r)

-- Graphics / Drawing:

function Player:drawTexture(x, y, r, s, texture)
-- Texture offset and size -- Texture offset and size
local t = {s = 50}
local w, h = texture:getWidth(), texture:getHeight()


-- Draw Texture -- Draw Texture
love.graphics.setColor(1, 1, 1) love.graphics.setColor(1, 1, 1)
love.graphics.draw(self.texture, self.x, self.y, -(self.angle-calc.pi/2), 1, 1, self.width/2, self.height/2)
love.graphics.draw(texture, x, y, -(self.angle-calc.pi/2), s, s, w/2, h/2)
--debug("Angle: "..self.angle) --debug("Angle: "..self.angle)
end end


function Player:drawPositionIndicator(x, y)
-- Directional Arrow (when zoomed out)
if zoomlevel < settings.zoom.arrowAppear then
local s = 0.03
self:drawTexture(width/2, height/2, calc.pi/2 - self.angle, s, texture.ui.arrow.red)
end
end





-- MAIN -- MAIN


function Player:update(dt) function Player:update(dt)
self.isAccelerating = false
if self.angle > calc.pi*2 then if self.angle > calc.pi*2 then
self.angle = 0 self.angle = 0
elseif self.angle < 0 then elseif self.angle < 0 then
@@ -248,22 +276,29 @@ function Player:update(dt)
end end


function Player:draw() function Player:draw()
local x, y = self.x, self.y
local x, y, scale = self.x, self.y, 1
local dist = 10 local dist = 10

if not self.exploding then
self:drawTexture(x, y, calc.pi/2 - self.angle)
end


local shake = 0
-- Shake (to textures):
if self.isAccelerating then
shake = math.random(0, 1) * self.throttle
x, y = x + shake, y + shake
end
-- Draw Spacecraft:
if not self.exploding then if not self.exploding then
if calc.isDebug then
-- Debugging Draw of actual Player Position
love.graphics.setColor(1, 0, 0)
love.graphics.circle("fill", x, y, 5, 20)
-- Draw Thrust Exhaust:
if self.isAccelerating and self.throttle ~= 0 then
local limit = 0.5
if self.throttle < limit then
self:drawTexture(x, y, calc.pi/2 - self.angle, scale, self.texture.lowThrust)
else
self:drawTexture(x, y, calc.pi/2 - self.angle, scale, self.texture.fullThrust)
end
end end


-- Directional Circle (temporary until actual rotatable ship texture is made)
love.graphics.circle("fill", x+dist*(1/zoomlevel*2)*math.cos(self.angle), y-dist*(1/zoomlevel*2)*math.sin(self.angle), 1/zoomlevel*2)
end
-- Ship Texture Drawing:
self:drawTexture(x, y, calc.pi/2 - self.angle, scale, self.texture.ship)
end
end end

+ 45
- 0
src/class/Textbox.lua View File

@@ -0,0 +1,45 @@
Textbox = Class {}

function Textbox:init(tempX, tempY, tempW, tempH, tempText, tempAlign, tempTC, tempBC)
-- Dimensions:
self.x = tempX
self.y = tempY
self.w = tempW
self.h = tempH

-- Text:
self.text = tempText
self.align = tempAlign

-- Colours:
self.colour = {
text = calc.colour(tempTC[1], tempTC[2], tempTC[3]),
background = calc.colour(tempBC[1], tempBC[2], tempBC[3])
}
end


-- FUNCTIONS

function Textbox:drawBox()
local c = self.colour.background
love.graphics.setColor(c[1], c[2], c[3], 0.7)
love.graphics.rectangle("fill", self.x, self.y, self.w, self.h)
end

function Textbox:drawText()
local border = 3
local c = self.colour.text
love.graphics.setFont(font.default)
love.graphics.setColor(c[1], c[2], c[3])
love.graphics.printf(self.text, self.x + border, self.y + border, self.w + border*2, self.align)
end



-- MAIN

function Textbox:draw()
self:drawBox()
self:drawText()
end

+ 0
- 1
src/font.lua View File

@@ -1 +0,0 @@
default = love.graphics.setNewFont(20)

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textures/player/orbiter.png View File

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textures/player/orbiter/fullThrust.png View File

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Width: 324  |  Height: 379  |  Size: 8.0 KiB

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textures/player/orbiter/lowThrust.png View File

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Width: 324  |  Height: 379  |  Size: 4.7 KiB

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textures/player/orbiter/orbiter.png View File

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Width: 324  |  Height: 379  |  Size: 39 KiB

+ 18
- 4
textures/textures.lua View File

@@ -1,10 +1,24 @@
texture = { texture = {
-- (G)UI Textures:
ui = {
arrow = {
grey = love.graphics.newImage("textures/ui/arrow_grey.png"),
red = love.graphics.newImage("textures/ui/arrow_red.png")
}
},

-- Player/Spacecraft Textures:
player = { player = {
orbiter = "textures/player/orbiter.png"
-- Orbiter Spacecraft:
orbiter = {
ship = love.graphics.newImage("textures/player/orbiter/orbiter.png"),
lowThrust = love.graphics.newImage("textures/player/orbiter/lowThrust.png"),
fullThrust = love.graphics.newImage("textures/player/orbiter/fullThrust.png")
}
}, },
planet = {
-- here will go planet textures in future
}
-- Planet Textures:
planet = {}
} }


return texture return texture

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textures/ui/arrow_grey.png View File

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Width: 1000  |  Height: 1000  |  Size: 56 KiB

BIN
textures/ui/arrow_red.png View File

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Width: 1000  |  Height: 1000  |  Size: 57 KiB

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