OMA-LANDER: rebrand and tune physics, camera, terrain

Rename to OMA-LANDER in title bar and title screen. Retune lander
physics for a gentler, original-feel experience (lower gravity, slower
rotation, reduced fuel burn, speed cap, top-of-world clamp) and fix
thrust vx sign. Rework camera to frame lander and terrain together
with a smoother altitude-based zoom. Simplify terrain: pads at fixed
zones, cleaner generation loop, zoom-invariant multiplier labels.
Stronger abort burst (kills horizontal speed, halves downward vy).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
28allday 2026-04-18 14:39:12 +01:00
parent 790ca87bfb
commit 515f78a3e7
5 changed files with 130 additions and 117 deletions

View file

@ -1,5 +1,5 @@
function love.conf(t)
t.window.title = "LUNAR LANDER"
t.window.title = "OMA-LANDER"
t.window.width = 1024
t.window.height = 768
t.window.resizable = true

View file

@ -2,30 +2,40 @@ local World = require("game.world")
local Camera = {
x = 2000,
y = 400,
zoom = 0.5,
y = 900,
zoom = 0.35,
}
local BASE_ALT = 1200
local MAX_ZOOM = 4.0
local MIN_ZOOM = 0.35
local MAX_ZOOM = 3.5
local MIN_ZOOM = 0.3
local ZOOM_SPEED = 2.0
function Camera.update(lander, terrain, dt)
-- Track lander position
-- Track lander X
Camera.x = lander.x
Camera.y = lander.y
-- Compute altitude
-- Get ground height below lander
local groundY = terrain.getHeightAt(lander.x)
local altitude = groundY - lander.y
altitude = math.max(altitude, 10)
-- Zoom based on altitude
local targetZoom = BASE_ALT / altitude
-- Camera Y: always frame BOTH the lander and the terrain
-- Centre the view between the lander and the ground, biased toward showing terrain
local midY = (lander.y + groundY) / 2
-- Bias: keep terrain in the lower third even at high altitude
local targetY = lander.y + altitude * 0.45
Camera.y = Camera.y + (targetY - Camera.y) * math.min(1, dt * 3)
-- Zoom: fit the distance from lander to ground within the viewport
-- We want the full altitude span to fit in about 70% of screen height
local sw, sh = World.screenW, World.screenH
local effectiveScale = World.baseScale
local neededHeight = math.max(altitude + 100, 200) -- minimum view range
local viewportFraction = 0.7
local targetZoom = (sh * viewportFraction) / (neededHeight * effectiveScale)
targetZoom = math.max(MIN_ZOOM, math.min(MAX_ZOOM, targetZoom))
-- Smooth lerp
Camera.zoom = Camera.zoom + (targetZoom - Camera.zoom) * math.min(1, dt * 2.5)
Camera.zoom = Camera.zoom + (targetZoom - Camera.zoom) * math.min(1, dt * ZOOM_SPEED)
end
function Camera.getAltitude(landerY, terrain, landerX)
@ -61,7 +71,7 @@ end
function Camera.reset()
Camera.x = 2000
Camera.y = 400
Camera.y = 900
Camera.zoom = MIN_ZOOM
end

View file

@ -3,12 +3,16 @@ local Palette = require("rendering.palette")
local Lander = {}
local GRAVITY = 25
local THRUST_ACCEL = 60
local ROT_SPEED = 2.1 -- ~120 deg/sec in radians
local FUEL_RATE = 12 -- fuel per second at full thrust
-- Physics tuned to match original Lunar Lander feel:
-- Gentle lunar gravity, thrust comfortably overcomes it,
-- deliberate rotation, fuel lasts long enough to learn
local GRAVITY = 12 -- gentle lunar pull (original was ~1/6 earth)
local THRUST_ACCEL = 36 -- about 3x gravity — can hover and climb
local ROT_SPEED = 1.4 -- ~80 deg/sec — deliberate, not twitchy
local FUEL_RATE = 6 -- fuel per second — 750 gives ~125 sec of thrust
local MAX_SPEED = 120 -- terminal velocity cap
-- Lander shape (local coords, 0 = pointing up, Y+ down)
-- Lander shape (local coords, angle 0 = pointing up, Y+ is down in world)
local BODY = {
{-8, -8}, {-4, -12}, {4, -12}, {8, -8},
{10, 0}, {8, 6}, {-8, 6}, {-10, 0},
@ -41,11 +45,11 @@ local ANTENNA = {
local lander = {}
function Lander.init()
lander.x = World.WORLD_W / 2 + (math.random() - 0.5) * 1000
lander.x = World.WORLD_W / 2 + (math.random() - 0.5) * 800
lander.y = 200
lander.vx = 20 + math.random() * 20
lander.vy = 5 + math.random() * 10
lander.angle = 0 -- 0 = pointing up
lander.vx = 5 + math.random() * 8 -- gentle initial drift
lander.vy = 2 + math.random() * 3 -- slight downward
lander.angle = 0
lander.alive = true
lander.landed = false
lander.thrusting = false
@ -65,7 +69,7 @@ end
function Lander.update(dt)
if not lander.alive or lander.landed then return end
-- Gravity
-- Gravity (always pulls down)
lander.vy = lander.vy + GRAVITY * dt
-- Rotation
@ -76,46 +80,60 @@ function Lander.update(dt)
lander.angle = lander.angle + ROT_SPEED * dt
end
-- Thrust
-- Thrust (fires out the bottom of the lander, pushing opposite)
lander.thrusting = love.keyboard.isDown("up", "w") and World.fuel > 0
if lander.thrusting then
-- Thrust in the direction the lander is pointing (up from lander's perspective)
lander.vx = lander.vx - math.sin(lander.angle) * THRUST_ACCEL * dt
lander.vx = lander.vx + math.sin(lander.angle) * THRUST_ACCEL * dt
lander.vy = lander.vy - math.cos(lander.angle) * THRUST_ACCEL * dt
World.fuel = math.max(0, World.fuel - FUEL_RATE * dt)
end
-- Cap speed so it doesn't get out of control
local speed = math.sqrt(lander.vx * lander.vx + lander.vy * lander.vy)
if speed > MAX_SPEED then
lander.vx = lander.vx / speed * MAX_SPEED
lander.vy = lander.vy / speed * MAX_SPEED
end
-- Move
lander.x = lander.x + lander.vx * dt
lander.y = lander.y + lander.vy * dt
-- Clamp X
-- Clamp X to world bounds
lander.x = math.max(20, math.min(World.WORLD_W - 20, lander.x))
-- Don't let lander fly off the top
if lander.y < 0 then
lander.y = 0
lander.vy = math.max(0, lander.vy)
end
end
function Lander.abort()
if not lander.alive or lander.landed then return end
if World.fuel < 10 then return end
-- Auto-level: snap angle toward 0
lander.angle = lander.angle * 0.3
-- Full thrust burst
lander.vy = lander.vy - THRUST_ACCEL * 0.5
-- Costs a chunk of fuel
World.fuel = math.max(0, World.fuel - 50)
-- Auto-level: snap angle to upright
lander.angle = lander.angle * 0.1
-- Strong upward thrust burst — halve downward velocity and push up
if lander.vy > 0 then
lander.vy = lander.vy * 0.3
end
lander.vy = lander.vy - THRUST_ACCEL * 0.6
-- Kill most horizontal speed
lander.vx = lander.vx * 0.3
-- Heavy fuel cost
World.fuel = math.max(0, World.fuel - 60)
end
function Lander.getCollisionPoints()
-- Return transformed foot positions for terrain collision
local pts = {}
-- Foot endpoints
local footPts = {{-17, 16}, {-11, 16}, {11, 16}, {17, 16}}
for _, fp in ipairs(footPts) do
local wx, wy = transformPoint(fp[1], fp[2], lander.angle, lander.x, lander.y)
table.insert(pts, {x = wx, y = wy})
end
-- Body bottom
local bodyBottom = {{-8, 6}, {8, 6}}
local bodyBottom = {{-8, 6}, {8, 6}, {0, 6}}
for _, bp in ipairs(bodyBottom) do
local wx, wy = transformPoint(bp[1], bp[2], lander.angle, lander.x, lander.y)
table.insert(pts, {x = wx, y = wy})
@ -186,25 +204,28 @@ function Lander.draw()
love.graphics.line(x1, y1, x2, y2)
end
-- Thrust flame
-- Thrust flame (fully transformed)
if lander.thrusting then
love.graphics.setColor(p.thrust)
love.graphics.setLineWidth(2)
local flameLen = 10 + math.random() * 15
local flameSpread = 3 + math.random() * 3
local fx1, fy1 = transformPoint(-flameSpread, 6, a, cx, cy)
local fx2, fy2 = transformPoint(flameSpread, 6, a, cx, cy)
local ftx, fty = transformPoint((math.random()-0.5)*3, 6 + flameLen, a, cx, cy)
local fx1, fy1 = transformPoint(-flameSpread, 8, a, cx, cy)
local fx2, fy2 = transformPoint(flameSpread, 8, a, cx, cy)
local ftx, fty = transformPoint((math.random()-0.5)*3, 8 + flameLen, a, cx, cy)
love.graphics.line(fx1, fy1, ftx, fty)
love.graphics.line(fx2, fy2, ftx, fty)
-- Inner flame
local flameLen2 = 5 + math.random() * 8
local ft2x, ft2y = transformPoint((math.random()-0.5)*2, 6 + flameLen2, a, cx, cy)
-- Inner bright flame
love.graphics.setColor(p.bright)
love.graphics.line(cx, cy + 3, ft2x, ft2y)
local flameLen2 = 5 + math.random() * 8
local fi1x, fi1y = transformPoint(-1.5, 8, a, cx, cy)
local fi2x, fi2y = transformPoint(1.5, 8, a, cx, cy)
local ft2x, ft2y = transformPoint((math.random()-0.5)*1.5, 8 + flameLen2, a, cx, cy)
love.graphics.line(fi1x, fi1y, ft2x, ft2y)
love.graphics.line(fi2x, fi2y, ft2x, ft2y)
end
end

View file

@ -12,90 +12,66 @@ function Terrain.generate()
local W = World.WORLD_W
local baseline = 1600
local step = 30
-- Place landing pads first
-- Place 3 landing pads at fixed zones to avoid overlap issues
local padDefs = {
{width = 120, mult = 2, label = "2X"},
{width = 80, mult = 3, label = "3X"},
{width = 50, mult = 5, label = "5X"},
{cx = W * 0.2, width = 120, mult = 2, label = "2X"},
{cx = W * 0.55, width = 80, mult = 3, label = "3X"},
{cx = W * 0.8, width = 50, mult = 5, label = "5X"},
}
-- Distribute pads across the terrain
local padPositions = {}
local usedZones = {}
for _, def in ipairs(padDefs) do
local attempts = 0
local px
repeat
px = 400 + math.random() * (W - 800)
attempts = attempts + 1
local ok = true
for _, used in ipairs(usedZones) do
if math.abs(px - used) < 400 then ok = false; break end
end
if ok then break end
until attempts > 50
local py = baseline + (math.random() - 0.5) * 200
table.insert(padPositions, {x = px, y = py, width = def.width, mult = def.mult, label = def.label})
table.insert(usedZones, px)
table.insert(pads, {
x1 = px - def.width / 2,
x2 = px + def.width / 2,
x1 = def.cx - def.width / 2,
x2 = def.cx + def.width / 2,
y = py,
mult = def.mult,
label = def.label,
})
end
-- Sort pads by X for terrain generation
table.sort(pads, function(a, b) return a.x1 < b.x1 end)
-- Generate terrain points left to right
-- Generate terrain left to right, inserting pads as flat segments
local x = 0
local y = baseline + (math.random() - 0.5) * 100
table.insert(points, {x = x, y = y})
local y = baseline + (math.random() - 0.5) * 80
table.insert(points, {x = 0, y = y})
local padIdx = 1
while x < W do
-- Check if we're approaching a pad
local onPad = false
local currentPad = nil
for _, pad in ipairs(pads) do
if x >= pad.x1 - step and x <= pad.x2 + step then
onPad = true
currentPad = pad
break
end
end
if onPad and currentPad then
-- Transition to pad level
if x < currentPad.x1 then
-- Approach: slope down/up to pad
table.insert(points, {x = currentPad.x1 - 5, y = y})
table.insert(points, {x = currentPad.x1, y = currentPad.y})
x = currentPad.x1
end
-- Check if next pad is coming up
if padIdx <= #pads and x >= pads[padIdx].x1 - 40 then
local pad = pads[padIdx]
-- Slope to pad start
table.insert(points, {x = pad.x1 - 5, y = y})
table.insert(points, {x = pad.x1, y = pad.y})
-- Flat pad
table.insert(points, {x = currentPad.x2, y = currentPad.y})
x = currentPad.x2
y = currentPad.y
-- Resume jagged after pad
x = x + step * 0.5
y = y + (math.random() - 0.5) * 60
table.insert(points, {x = x, y = y})
table.insert(points, {x = pad.x2, y = pad.y})
x = pad.x2 + 1
y = pad.y
padIdx = padIdx + 1
-- Resume jagged
local jx = x + 20 + math.random() * 30
y = y + (math.random() - 0.5) * 80
y = math.max(baseline - 250, math.min(baseline + 250, y))
table.insert(points, {x = jx, y = y})
x = jx
else
x = x + step + math.random() * step
-- Jagged variation
y = y + (math.random() - 0.5) * 120
-- Normal jagged terrain
local step = 25 + math.random() * 35
x = x + step
y = y + (math.random() - 0.5) * 100
y = math.max(baseline - 250, math.min(baseline + 250, y))
table.insert(points, {x = x, y = y})
end
end
-- Ensure last point reaches edge
table.insert(points, {x = W, y = points[#points].y})
-- Close at right edge
if points[#points].x < W then
table.insert(points, {x = W, y = points[#points].y})
end
end
function Terrain.getPoints()
@ -107,7 +83,6 @@ function Terrain.getPads()
end
function Terrain.getHeightAt(wx)
-- Find terrain height at world X by interpolating between points
if #points < 2 then return 1600 end
if wx <= points[1].x then return points[1].y end
if wx >= points[#points].x then return points[#points].y end
@ -133,13 +108,13 @@ end
function Terrain.draw(visMinX, visMaxX)
local p = Palette.get()
-- Draw terrain surface
-- Terrain surface
love.graphics.setColor(p.terrain)
love.graphics.setLineWidth(2)
local pts = {}
for _, pt in ipairs(points) do
if pt.x >= visMinX - 100 and pt.x <= visMaxX + 100 then
if pt.x >= visMinX - 200 and pt.x <= visMaxX + 200 then
table.insert(pts, pt.x)
table.insert(pts, pt.y)
end
@ -148,17 +123,24 @@ function Terrain.draw(visMinX, visMaxX)
love.graphics.line(pts)
end
-- Draw landing pads (brighter, with labels)
love.graphics.setColor(p.pad)
love.graphics.setLineWidth(3)
-- Landing pads (brighter)
for _, pad in ipairs(pads) do
if pad.x2 >= visMinX and pad.x1 <= visMaxX then
love.graphics.setColor(p.pad)
love.graphics.setLineWidth(3)
love.graphics.line(pad.x1, pad.y, pad.x2, pad.y)
-- Label below pad
love.graphics.setColor(p.pad[1], p.pad[2], p.pad[3], 0.7)
local labelX = (pad.x1 + pad.x2) / 2
love.graphics.print(pad.label, labelX - 8, pad.y + 5)
-- Multiplier label — constant screen size regardless of zoom
love.graphics.setColor(p.pad[1], p.pad[2], p.pad[3], 0.8)
local cx = (pad.x1 + pad.x2) / 2
local Camera = require("game.camera")
local World = require("game.world")
local invZoom = 1 / (World.baseScale * Camera.getZoom())
love.graphics.push()
love.graphics.translate(cx, pad.y + 15 * invZoom)
love.graphics.scale(invZoom * 0.8, invZoom * 0.8)
love.graphics.printf(pad.label, -50, 0, 100, "center")
love.graphics.pop()
end
end
end

View file

@ -99,7 +99,7 @@ local function drawTitleScreen()
local titleY = sh * 0.15
love.graphics.setFont(Fonts.large)
love.graphics.setColor(p.bright)
love.graphics.printf("LUNAR LANDER", 0, titleY, sw, "center")
love.graphics.printf("OMA-LANDER", 0, titleY, sw, "center")
-- Controls
love.graphics.setFont(Fonts.small)