local gridgen = {} function gridgen:new(game,x,y,cellsize) local Grid = game.objects.base:new(game,x,y,cellsize*5,cellsize*5) Grid.cellsize = cellsize Grid.sprites = {game:newImage("grid/tile.png"),game:newImage("grid/pink.png"),game:newImage("grid/blue.png")} Grid:register("Grid") Grid.depth = -1 -- Spawn circles local i for i=1,5 do local xspawn = x+(i-1)*cellsize local pink = game.objects.circle:new(game,xspawn,y,"pink",Grid) local blue = game.objects.circle:new(game,xspawn,y+4*cellsize,"blue",Grid) game:summon(pink) game:summon(blue) end local neutron = game.objects.circle:new(game,x+2*cellsize,y+2*cellsize,"neutron",Grid) game:summon(neutron) function Grid:step(dt) end function Grid:draw() local y local x for y=1,5 do for x=1,5 do local spriteindex = 1 if y==1 then spriteindex = 2 end if y==5 then spriteindex = 3 end lg.draw(self.sprites[spriteindex],self.rect[1]-self.game.camerax-self.spriteoffx+(x-1)*self.cellsize,self.rect[2]-self.game.cameray-self.spriteoffy+(y-1)*self.cellsize) end end end return Grid end return gridgen