stuff thruster effects working

This commit is contained in:
Paul Liverman
2015-01-11 23:01:30 -08:00
parent 6fd4de8b45
commit 889fc83b07
6 changed files with 254 additions and 134 deletions

29
src/Engine.lua Normal file
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@@ -0,0 +1,29 @@
local class = require "lib.middleclass"
local Engine = class('Engine')
-- have hull limit rotationImpulse? yeah probably (take damage if above Hull's rotationImpulseLimit, but do warn about this so people don't usually do it)
-- have a fuel effeciency multiplayer here
function Engine:initialize(maximumSpeed, spaceDrag, speedLowerLimit, degreeLock, rotationImpulse, rotationDrag, rotationLowerLimit, Thrusters)
self.maximumSpeed = maximumSpeed or 0 and console.d("Engine created with no maximumSpeed.")
self.spaceDrag = spaceDrag or 0 and console.d("Engine created with no spaceDrag.")
self.speedLowerLimit = speedLowerLimit or 0 and console.d("Engine created with no speedLowerLimit.")
self.degreeLock = degreeLock * math.pi / 180 or 0 and console.d("Engine created with no degreeLock.")
self.rotationImpulse = rotationImpulse or 0 and console.e("Engine created with no rotationImpulse.")
self.rotationDrag = rotationDrag or 0 and console.d("Engine created with no rotationDrag.")
self.rotationLowerLimit = rotationLowerLimit or 0 and console.d("Engine created with no rotationLowerLimit.")
self.Thrusters = Thrusters or {} and console.d("Engine created with no Thrusters.")
end
--[[
function Thruster:draw(shipX, shipY, shipRotation)
love.graphics.setColor(self.thrusterColor)
love.graphics.line(shipX + self.thrusterX*math.cos(shipRotation) - self.thrusterY*math.sin(shipRotation),
shipY + self.thrusterX*math.sin(shipRotation) + self.thrusterY*math.cos(shipRotation),
shipX + self.thrusterX*math.cos(shipRotation) - (self.thrusterY+self.thrusterLength)*math.sin(shipRotation),
shipY + self.thrusterX*math.sin(shipRotation) + (self.thrusterY+self.thrusterLength)*math.cos(shipRotation))
end
]]
return Engine

13
src/Hull.lua Normal file
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@@ -0,0 +1,13 @@
local class = require "lib.middleclass"
local Hull = class('Hull')
function Hull:initialize(imgFile, imgScale, imgColor)
self.image = love.graphics.newImage(imgFile) or love.graphics.newImage("images/no_hull.png") and console.e("Hull created with no image.")
self.imgHalfWidth = self.image:getWidth() / 2
self.imgHalfHeight = self.image:getHeight() / 2
self.imgScale = imgScale or 1 and console.d("Hull created with no scale.")
self.imgColor = imgColor or {255, 255, 255} and console.d("Hull created with no color (this is fine and normal).")
end
return Hull

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@@ -6,39 +6,6 @@ local Player = class('Player')
function Player:initialize(Ship) function Player:initialize(Ship)
-- Ship -- Ship
self.Ship = Ship or console.e("Player created with no Ship.") self.Ship = Ship or console.e("Player created with no Ship.")
-- TEMPORARY VALUES TO KEEP EVERYTHING FROM BREAKING RIGHT NOW
--Hull
self.image = self.Ship.Hull.image
self.imgHalfWidth = self.Ship.Hull.imgHalfWidth
self.imgHalfHeight = self.Ship.Hull.imgHalfHeight
self.imgScale = self.Ship.Hull.imgScale
--Shield
self.shieldhit = self.Ship.Shield.image
self.shieldHalfWidth = self.Ship.Shield.imgHalfWidth
self.shieldHalfHeight = self.Ship.Shield.imgHalfHeight
self.shieldScale = self.Ship.Shield.imgScale
--Engine
self.maximumSpeed = self.Ship.Engine.maximumSpeed
self.spaceDrag = self.Ship.Engine.spaceDrag
self.speedLowerLimit = self.Ship.Engine.speedLowerLimit
self.degreeLock = self.Ship.Engine.degreeLock
self.rotationImpulse = self.Ship.Engine.rotationImpulse
self.rotationDrag = self.Ship.Engine.rotationDrag
self.rotationLowerLimit = self.Ship.Engine.rotationLowerLimit
--Thrusters
self.forwardThrust = 2600
self.reverseThrust = 1300
self.sideThrust = 800
--Location
self.x = self.Ship.x
self.y = self.Ship.y
self.v = {
x = self.Ship.v.x,
y = self.Ship.v.y
}
self.currentRotation = self.Ship.currentRotation
self.rotationSpeed = self.Ship.rotationSpeed
end end
return Player return Player

13
src/Shield.lua Normal file
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@@ -0,0 +1,13 @@
local class = require "lib.middleclass"
local Shield = class('Shield')
function Shield:initialize(imgFile, imgScale, imgColor)
self.image = love.graphics.newImage(imgFile) or love.graphics.newImage("images/no_shield.png") and console.e("Shield created with no image.")
self.imgHalfWidth = self.image:getWidth() / 2
self.imgHalfHeight = self.image:getHeight() / 2
self.imgScale = imgScale or 1 and console.d("Shield created with no scale.")
self.imgColor = imgColor or {255, 255, 255} and console.d("Shield created with no color (this is fine and normal).")
end
return Shield

58
src/Thruster.lua Normal file
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@@ -0,0 +1,58 @@
local forward = -math.pi/2
local backward = math.pi/2
local left = math.pi
local right = 0
local class = require "lib.middleclass"
local Thruster = class('Thruster')
function Thruster:initialize(thrust, direction, thrusterX, thrusterY, thrusterColor, thrusterLength)
self.thrust = thrust or 0 and console.e("Thruster created with no thrust.")
self.direction = direction or 0 and console.d("Thruster created with no direction.")
self.thrusterX = thrusterX or nil and console.e("Thruster created with incomplete location.")
self.thrusterY = thrusterY or nil and console.e("Thruster created with incomplete location.")
self.thrusterColor = thrusterColor or {255, 255, 255} and console.d("Thruster created with no color.")
self.thrusterLength = thrusterLength or 2 and console.d("Thruster created with no length.")
end
function Thruster:draw(shipX, shipY, shipRotation)
love.graphics.setColor(self.thrusterColor)
if self.direction == "forward" then
love.graphics.line(shipX + self.thrusterX*math.cos(shipRotation) - self.thrusterY*math.sin(shipRotation),
shipY + self.thrusterX*math.sin(shipRotation) + self.thrusterY*math.cos(shipRotation),
shipX + self.thrusterX*math.cos(shipRotation) - (self.thrusterY+self.thrusterLength)*math.sin(shipRotation),
shipY + self.thrusterX*math.sin(shipRotation) + (self.thrusterY+self.thrusterLength)*math.cos(shipRotation))
elseif self.direction == "backward" then
love.graphics.line(shipX + self.thrusterX*math.cos(shipRotation) - (self.thrusterY-self.thrusterLength)*math.sin(shipRotation),
shipY + self.thrusterX*math.sin(shipRotation) + (self.thrusterY-self.thrusterLength)*math.cos(shipRotation),
shipX + self.thrusterX*math.cos(shipRotation) - self.thrusterY*math.sin(shipRotation),
shipY + self.thrusterX*math.sin(shipRotation) + self.thrusterY*math.cos(shipRotation))
elseif self.direction == "left" then
love.graphics.line(shipX + self.thrusterX*math.cos(shipRotation) - self.thrusterY*math.sin(shipRotation),
shipY + self.thrusterX*math.sin(shipRotation) + self.thrusterY*math.cos(shipRotation),
shipX + (self.thrusterX+self.thrusterLength)*math.cos(shipRotation) - self.thrusterY*math.sin(shipRotation),
shipY + (self.thrusterX+self.thrusterLength)*math.sin(shipRotation) + self.thrusterY*math.cos(shipRotation))
elseif self.direction == "right" then
love.graphics.line(shipX + (self.thrusterX-self.thrusterLength)*math.cos(shipRotation) - self.thrusterY*math.sin(shipRotation),
shipY + (self.thrusterX-self.thrusterLength)*math.sin(shipRotation) + self.thrusterY*math.cos(shipRotation),
shipX + self.thrusterX*math.cos(shipRotation) - self.thrusterY*math.sin(shipRotation),
shipY + self.thrusterX*math.sin(shipRotation) + self.thrusterY*math.cos(shipRotation))
elseif self.direction == "rotateleft" then
--note: same as "left"
love.graphics.line(shipX + self.thrusterX*math.cos(shipRotation) - self.thrusterY*math.sin(shipRotation),
shipY + self.thrusterX*math.sin(shipRotation) + self.thrusterY*math.cos(shipRotation),
shipX + (self.thrusterX+self.thrusterLength)*math.cos(shipRotation) - self.thrusterY*math.sin(shipRotation),
shipY + (self.thrusterX+self.thrusterLength)*math.sin(shipRotation) + self.thrusterY*math.cos(shipRotation))
elseif self.direction == "rotateright" then
--note: same as "left"
love.graphics.line(shipX + self.thrusterX*math.cos(shipRotation) - self.thrusterY*math.sin(shipRotation),
shipY + self.thrusterX*math.sin(shipRotation) + self.thrusterY*math.cos(shipRotation),
shipX + (self.thrusterX+self.thrusterLength)*math.cos(shipRotation) - self.thrusterY*math.sin(shipRotation),
shipY + (self.thrusterX+self.thrusterLength)*math.sin(shipRotation) + self.thrusterY*math.cos(shipRotation))
else
console.e("Thruster 'drawn' with invalid direction.")
end
end
return Thruster

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@@ -1,147 +1,181 @@
local Player = { local player
image = nil, local Render = {
shieldhit = nil, jitter = false,
imgHalfWidth = nil, jitterLevel = 2,
imgHalfHeight = nil,
x = nil,
y = nil,
v = {
x = nil, y = nil,
},
currentRotation = nil,
rotationSpeed = nil,
rotationImpulse = nil,
rotationDrag = nil,
rotationLowerLimit = nil,
degreeLock = nil,
forwardThrust = nil,
reverseThrust = nil,
sideThrust = nil,
maximumSpeed = nil,
accelerate = nil,
} }
function Player.accelerate(direction, amount, dt) --very very temporary
-- apply acceleration console = {
Player.v.x = Player.v.x + amount * math.cos(direction) * dt e = function() end,
Player.v.y = Player.v.y + amount * math.sin(direction) * dt d = function() end
}
-- check if above maximum speed -- Classes
local magnitude = math.sqrt(Player.v.x * Player.v.x + Player.v.y * Player.v.y) local Player = require "player"
if magnitude > Player.maximumSpeed then local Ship = require "Ship"
Player.accelerate(math.tan(Player.v.y, Player.v.x) + math.pi, magnitude - Player.maximumSpeed, dt) local Hull = require "Hull"
end local Shield = require "Shield"
end local Engine = require "Engine"
local Thruster = require "Thruster"
function love.load() function love.load()
--position and speed -- Create the player
Player.x = love.graphics.getWidth() / 2 player = Player(Ship(
Player.y = love.graphics.getHeight() / 2 Hull("images/fighter1.png", 1.5),
Player.v.x = 0 Shield("images/shieldhit1.png", 1.6),
Player.v.y = 0 Engine(40000, 0.95, 10, 7.5, 33, 0.93, 0.5,
Player.currentRotation = 0 {
Player.rotationSpeed = 0 Thruster(0, "rotateleft", 4.4, -16, {250, 200, 200}, 0.4),
Thruster(0, "rotateleft", -11, 14.3, {255, 230, 230}, 0.6),
--image Thruster(0, "rotateleft", 13, 11, {250, 200, 200}, 0.6),
Player.image = love.graphics.newImage("images/fighter1.png") Thruster(0, "rotateright", -4.8, -16, {250, 200, 200}, 0.4),
Player.imgHalfWidth = Player.image:getWidth() / 2 Thruster(0, "rotateright", 10.4, 14.3, {255, 230, 230}, 0.6),
Player.imgHalfHeight = Player.image:getHeight() / 2 Thruster(0, "rotateright", -13.6, 11, {250, 200, 200}, 0.6),
Player.imgScale = 1.5 }),
--shieldhit image {
Player.shieldhit = love.graphics.newImage("images/shieldhit1.png") Thruster(1300, "forward", -8.5, 16.5, {160, 250, 255}, 2.4),
Player.shieldHalfWidth = Player.shieldhit:getWidth() / 2 Thruster(1300, "forward", 8.5, 16.5, {160, 250, 255}, 2.4),
Player.shieldHalfHeight = Player.shieldhit:getHeight() / 2 Thruster(650, "backward", -13, 1.8, {200, 240, 255}, 1.8),
Player.shieldScale = 1.6 Thruster(650, "backward", 13, 1.8, {200, 240, 255}, 1.8),
Thruster(320, "left", 6, -4.4, {220, 230, 250}, 0.6),
--engine Thruster(540, "left", 17.5, 5.5, {220, 230, 250}, 1.2),
Player.forwardThrust = 2600 Thruster(320, "right", -6, -4.4, {220, 230, 250}, 0.6),
Player.reverseThrust = 1300 Thruster(540, "right", -17.5, 5.5, {220, 230, 250}, 1.2),
Player.sideThrust = 800 },
Player.spaceDrag = 0.95 {
Player.speedLowerLimit = 20 x = love.graphics.getWidth() / 2,
Player.maximumSpeed = 40000 y = love.graphics.getHeight() / 2,
v = {
--maneuverability x = 0,
Player.rotationImpulse = 33 y = 0
Player.rotationDrag = 0.93 },
Player.rotationLowerLimit = 0.5 currentRotation = 0,
Player.degreeLock = 7.5 * math.pi / 180 rotationSpeed = 0
}
))
--font! --font!
love.graphics.setNewFont("fonts/Audimat Mono Regular.ttf", 16) love.graphics.setNewFont("fonts/Audimat Mono Regular.ttf", 16)
--line width! --line width!
love.graphics.setLineWidth(2) love.graphics.setLineWidth(2)
end end
function love.update(dt) function love.update(dt)
-- Player rotation input -- player rotation input
if love.keyboard.isDown('q') or love.keyboard.isDown('a') then if love.keyboard.isDown('q') or love.keyboard.isDown('a') then
Player.rotationSpeed = Player.rotationSpeed - Player.rotationImpulse * dt player.Ship.rotationSpeed = player.Ship.rotationSpeed - player.Ship.Engine.rotationImpulse * dt
elseif love.keyboard.isDown('e') or love.keyboard.isDown('d') then elseif love.keyboard.isDown('e') or love.keyboard.isDown('d') then
Player.rotationSpeed = Player.rotationSpeed + Player.rotationImpulse * dt player.Ship.rotationSpeed = player.Ship.rotationSpeed + player.Ship.Engine.rotationImpulse * dt
end end
-- Player rotationSpeed adjustment -- player rotationSpeed adjustment
Player.rotationSpeed = Player.rotationSpeed * Player.rotationDrag player.Ship.rotationSpeed = player.Ship.rotationSpeed * player.Ship.Engine.rotationDrag
if Player.rotationSpeed < Player.rotationLowerLimit and Player.rotationSpeed > 0 then Player.rotationSpeed = 0 end if player.Ship.rotationSpeed < player.Ship.Engine.rotationLowerLimit and player.Ship.rotationSpeed > 0 then player.Ship.rotationSpeed = 0 end
if Player.rotationSpeed > -Player.rotationLowerLimit and Player.rotationSpeed < 0 then Player.rotationSpeed = 0 end if player.Ship.rotationSpeed > -player.Ship.Engine.rotationLowerLimit and player.Ship.rotationSpeed < 0 then player.Ship.rotationSpeed = 0 end
-- Player currentRotation applied -- player currentRotation applied
Player.currentRotation = Player.currentRotation + Player.rotationSpeed * dt player.Ship.currentRotation = player.Ship.currentRotation + player.Ship.rotationSpeed * dt
-- Player movement input -- player movement input
if love.keyboard.isDown('w') then if love.keyboard.isDown('w') then
--Player.accelerate(Player.currentRotation - (Player.currentRotation % Player.degreeLock) - math.pi/2, Player.forwardThrust, dt) player.Ship:accelerate("forward", dt)
elseif love.keyboard.isDown('s') then elseif love.keyboard.isDown('s') then
Player.accelerate(Player.currentRotation - (Player.currentRotation % Player.degreeLock) + math.pi/2, Player.reverseThrust, dt) player.Ship:accelerate("backward", dt)
end end
if love.keyboard.isDown('j') then if love.keyboard.isDown('j') then
Player.accelerate(Player.currentRotation - (Player.currentRotation % Player.degreeLock) - math.pi, Player.sideThrust, dt) player.Ship:accelerate("left", dt)
elseif love.keyboard.isDown('l') then elseif love.keyboard.isDown('l') then
Player.accelerate(Player.currentRotation - (Player.currentRotation % Player.degreeLock), Player.sideThrust, dt) player.Ship:accelerate("right", dt)
end end
-- Player current speed adjustment -- player current speed adjustment
Player.v.x = Player.v.x * Player.spaceDrag player.Ship.v.x = player.Ship.v.x * player.Ship.Engine.spaceDrag
Player.v.y = Player.v.y * Player.spaceDrag player.Ship.v.y = player.Ship.v.y * player.Ship.Engine.spaceDrag
local speed = math.sqrt(Player.v.x * Player.v.x + Player.v.y * Player.v.y) local speed = math.sqrt(player.Ship.v.x * player.Ship.v.x + player.Ship.v.y * player.Ship.v.y)
--Player.accelerate(math.tan(Player.v.y, Player.v.x) + math.pi, speed * Player.spaceDrag, dt) --player.accelerate(math.tan(player.v.y, player.v.x) + math.pi, speed * player.spaceDrag, dt)
--[[ --[[
if Player.v.x < Player.speedLowerLimit and Player.v.x > 0 then Player.v.x = 0 end if player.v.x < player.speedLowerLimit and player.v.x > 0 then player.v.x = 0 end
if Player.v.x > -Player.speedLowerLimit and Player.v.x < 0 then Player.v.x = 0 end if player.v.x > -player.speedLowerLimit and player.v.x < 0 then player.v.x = 0 end
if Player.v.y < Player.speedLowerLimit and Player.v.y > 0 then Player.v.y = 0 end if player.v.y < player.speedLowerLimit and player.v.y > 0 then player.v.y = 0 end
if Player.v.y > -Player.speedLowerLimit and Player.v.y < 0 then Player.v.y = 0 end if player.v.y > -player.speedLowerLimit and player.v.y < 0 then player.v.y = 0 end
--]] --]]
if speed < Player.speedLowerLimit then if speed < player.Ship.Engine.speedLowerLimit then
Player.accelerate(math.tan(Player.v.y, Player.v.x) + math.pi, speed, dt) --player.accelerate(math.tan(player.v.y, player.v.x) + math.pi, speed, dt)
player.Ship.v.x = 0
player.Ship.v.y = 0
end end
-- Player current speed applied -- player current speed applied
Player.x = Player.x + Player.v.x * dt player.Ship.x = player.Ship.x + player.Ship.v.x * dt
Player.y = Player.y + Player.v.y * dt player.Ship.y = player.Ship.y + player.Ship.v.y * dt
-- emergency exit -- emergency exit
if love.keyboard.isDown('escape') then love.event.quit() end if love.keyboard.isDown('escape') then love.event.quit() end
end end
function love.draw() function love.draw()
-- FPS in title
--change this to be a line displayed on screen
love.window.setTitle("FPS: "..love.timer.getFPS())
-- Red Lines for debug purposes
---[[
love.graphics.setColor(255, 0, 0)
love.graphics.line(love.graphics.getWidth() / 2, 0, love.graphics.getWidth() / 2, love.graphics.getHeight())
love.graphics.line(0, love.graphics.getHeight() / 2, love.graphics.getWidth(), love.graphics.getHeight() / 2)
--]]
-- Ship draw -- Ship draw
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 255, 255)
love.graphics.draw(Player.image, Player.x - Player.imgHalfWidth, Player.y - Player.imgHalfHeight, Player.currentRotation - (Player.currentRotation % Player.degreeLock), Player.imgScale, Player.imgScale, Player.imgHalfWidth, Player.imgHalfHeight) if Render.jitter then
love.graphics.draw(player.Ship.Hull.image, player.Ship.x - (player.Ship.x % Render.jitterLevel), player.Ship.y - (player.Ship.y % Render.jitterLevel), player.Ship.currentRotation - (player.Ship.currentRotation % player.Ship.Engine.degreeLock), player.Ship.Hull.imgScale, player.Ship.Hull.imgScale, player.Ship.Hull.imgHalfWidth, player.Ship.Hull.imgHalfHeight)
else
love.graphics.draw(player.Ship.Hull.image, player.Ship.x, player.Ship.y, player.Ship.currentRotation - (player.Ship.currentRotation % player.Ship.Engine.degreeLock), player.Ship.Hull.imgScale, player.Ship.Hull.imgScale, player.Ship.Hull.imgHalfWidth, player.Ship.Hull.imgHalfHeight)
end
-- Shield draw -- Shield draw
--love.graphics.draw(Player.shieldhit, Player.x - Player.shieldHalfWidth, Player.y - Player.shieldHalfHeight, Player.currentRotation - (Player.currentRotation % Player.degreeLock), Player.shieldScale, Player.shieldScale, Player.shieldHalfWidth, Player.shieldHalfHeight) -- below is not correct, update for new system, should look like ship draw except Shield instead of Hull
--love.graphics.draw(player.shieldhit, player.x - player.shieldHalfWidth, player.y - player.shieldHalfHeight, player.currentRotation - (player.currentRotation % player.degreeLock), player.shieldScale, player.shieldScale, player.shieldHalfWidth, player.shieldHalfHeight)
-- Thruster draws -- Thruster draws
if love.keyboard.isDown('w') then if love.keyboard.isDown('w') then
--https://www.dropbox.com/s/9kdnaldhmnu2kge/SpaceLoveDemo.zip?dl=0 for i=1,#player.Ship.Thrusters do
local thrusterOffsetHorizontal = -20 if player.Ship.Thrusters[i].direction == "forward" then
local thrusterOffsetVertical = -8 player.Ship.Thrusters[i]:draw(player.Ship.x, player.Ship.y, player.Ship.currentRotation - (player.Ship.currentRotation % player.Ship.Engine.degreeLock))
local thrusterLength = 3 end
local thrusterColor = {160, 250, 255} end
love.graphics.setColor(thrusterColor) elseif love.keyboard.isDown('s') then
love.graphics.line(Player.x + thrusterOffsetHorizontal, Player.y + Player.imgHalfHeight + thrusterOffsetVertical, Player.x + thrusterOffsetHorizontal, Player.y + Player.imgHalfHeight + thrusterOffsetVertical + thrusterLength) for i=1,#player.Ship.Thrusters do
if player.Ship.Thrusters[i].direction == "backward" then
player.Ship.Thrusters[i]:draw(player.Ship.x, player.Ship.y, player.Ship.currentRotation - (player.Ship.currentRotation % player.Ship.Engine.degreeLock))
end
end
end
if love.keyboard.isDown('j') then
for i=1,#player.Ship.Thrusters do
if player.Ship.Thrusters[i].direction == "left" then
player.Ship.Thrusters[i]:draw(player.Ship.x, player.Ship.y, player.Ship.currentRotation - (player.Ship.currentRotation % player.Ship.Engine.degreeLock))
end
end
elseif love.keyboard.isDown('l') then
for i=1,#player.Ship.Thrusters do
if player.Ship.Thrusters[i].direction == "right" then
player.Ship.Thrusters[i]:draw(player.Ship.x, player.Ship.y, player.Ship.currentRotation - (player.Ship.currentRotation % player.Ship.Engine.degreeLock))
end
end
end
if love.keyboard.isDown('q') or love.keyboard.isDown('a') then
for i=1,#player.Ship.Engine.Thrusters do
if player.Ship.Engine.Thrusters[i].direction == "rotateleft" then
player.Ship.Engine.Thrusters[i]:draw(player.Ship.x, player.Ship.y, player.Ship.currentRotation - (player.Ship.currentRotation % player.Ship.Engine.degreeLock))
end
end
elseif love.keyboard.isDown('e') or love.keyboard.isDown('d') then
for i=1,#player.Ship.Engine.Thrusters do
if player.Ship.Engine.Thrusters[i].direction == "rotateright" then
player.Ship.Engine.Thrusters[i]:draw(player.Ship.x, player.Ship.y, player.Ship.currentRotation - (player.Ship.currentRotation % player.Ship.Engine.degreeLock))
end
end
end end
-- Fuel UI draw -- Fuel UI draw
@@ -150,4 +184,10 @@ function love.draw()
love.graphics.rectangle("line", 3, love.graphics.getHeight() - 13, 125, 10) love.graphics.rectangle("line", 3, love.graphics.getHeight() - 13, 125, 10)
love.graphics.setColor(175, 255, 25) --change to be based on fuel amount love.graphics.setColor(175, 255, 25) --change to be based on fuel amount
love.graphics.rectangle("fill", 4, love.graphics.getHeight() - 12, 120, 8) --max width is 123 love.graphics.rectangle("fill", 4, love.graphics.getHeight() - 12, 120, 8) --max width is 123
-- Pink arc for debug purposes
---[[
love.graphics.setColor(255, 100, 100)
love.graphics.arc("fill", player.Ship.x, player.Ship.y, 3, 0, math.pi*2, 20)
--]]
end end