function DrawGameOver() local s = "" if HasP1Won then s = "Player 1 Wins" elseif HasP2Won then s = "Player 2 Wins" end if HasP1Won or HasP2Won then love.graphics.setFont(GameFont) local sw, sh = GameFont:getWidth(s), GameFont:getHeight(s) local ssw, ssh = GameSubFont:getWidth("R to Restart"), GameSubFont:getHeight("R to Restart") local centreX = love.graphics.getWidth() / 2 local centreY = love.graphics.getHeight() / 2 love.graphics.print(s, centreX - sw / 2, centreY - sh / 2) love.graphics.setFont(GameSubFont) love.graphics.print("R to Restart", (centreX - ssw / 2) + (sw / 4), (centreY - ssh / 2) + (sh / 2) + 30) end end function DisplayHealth() local height = love.graphics.getHeight() local width = love.graphics.getWidth() love.graphics.print("" .. UserPlayer1.health, width - 70, height - 95) love.graphics.print("" .. UserPlayer2.health, 5, 5) end function drawFPS() love.graphics.setColor(1, 1, 1) -- RGB values for white are (1, 1, 1) love.graphics.setFont(DebugFont) love.graphics.print("FPS: " .. love.timer.getFPS(), 1200, 10) end function drawBg() for _, v in ipairs(Backgrounds) do v:draw() end end function drawGame() if Debug then drawFPS() end love.graphics.setFont(GameFont) ScrnEffect(function() drawBg() DisplayHealth() DrawGameOver() --Wrap the items we want to draw with a shader from Moonshine --inside a function -- Bullets Draw for _, v in ipairs(Bullets1) do v:draw() end for _, v in ipairs(Bullets2) do v:draw() end -- Players Draw UserPlayer1:draw() UserPlayer2:draw() -- Walls Draw for _, v in ipairs(Walls) do v:draw() end end) end