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spacefleetbattles's Introduction

bannerwhite.png

Pause with SPACE bar

Zoom with mouse wheel

Pan left/rigth/up/down with right mouse button or middle wheel

Mouse over the fighter of your pilot to see current orders and orders you can issue

popupmenu.jpg

Click away from menu to close menu

Press ESCAPE to close menu

Time accelerate with - and = (-/+) keys

Change camera with C key

ownfighter.jpg (The fighter for your pilot)

Toggle fighter callsigns with CTRL key

callsign.jpg

Structural integrity:

damagemeter.jpg

Damage indicators:

damagetext.jpg

Escape pods:

escapepod.jpg

Your current target:

playerhastarget.jpg

You are a target:

playeristarget.jpg

spacefleetbattles's People

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spacefleetbattles's Issues

Small suggestion about multi-monitor situations

On this line

local width, height = love.window.getDesktopDimensions( 1 )

I noticed that to set window size, you get monitor size from 1 monitor, even if game window on 2nd or 3nd monitor.
It's not that uncommon for desktop user to have 2 or more monitors, especially with different resolutions on each. What i want to suggest is what done in this example, near end: https://love2d.org/wiki/love.window.getDesktopDimensions
So your code will look like:

local _, _, flags = love.window.getMode()

-- The window's flags contain the index of the monitor it's currently in.
local width, height = love.window.getDesktopDimensions(flags.display)
res.setMode(width, height, {resizable = true})

After that, game window should get proper size of screen, based on which monitor game window is placed.
Also check other situations where you might interact with screen data, so it will use current monitor instead of fixed 1st.

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