Faithful recreation of Atari Lunar Lander (1979) with vector wireframe aesthetic. Auto-detects Omarchy system theme and font on launch. Features: - Dynamic zoom camera (zooms in as you approach the surface) - Procedural jagged terrain with flat landing pads (2X, 3X, 5X multipliers) - Apollo-style wireframe lander with thrust flame - Gravity, thrust, rotation physics - Landing evaluation: good (speed/angle/pad check), hard, crash - Fuel management (750 starting, +50 for good landings) - Crash debris particles, thrust exhaust particles - Star field background - HUD: altitude, horizontal/vertical speed, fuel bar, score, time - Persistent high scores with 3-letter initial entry - Procedural sound effects (thrust, landing chimes, crash, fuel warning) - Full-screen scaling, system font detection Controls: Arrows/WASD rotate+thrust, Space abort, Enter start Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
68 lines
1.6 KiB
Lua
68 lines
1.6 KiB
Lua
local World = require("game.world")
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local Camera = {
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x = 2000,
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y = 400,
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zoom = 0.5,
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}
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local BASE_ALT = 1200
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local MAX_ZOOM = 4.0
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local MIN_ZOOM = 0.35
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function Camera.update(lander, terrain, dt)
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-- Track lander position
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Camera.x = lander.x
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Camera.y = lander.y
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-- Compute altitude
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local groundY = terrain.getHeightAt(lander.x)
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local altitude = groundY - lander.y
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altitude = math.max(altitude, 10)
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-- Zoom based on altitude
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local targetZoom = BASE_ALT / altitude
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targetZoom = math.max(MIN_ZOOM, math.min(MAX_ZOOM, targetZoom))
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-- Smooth lerp
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Camera.zoom = Camera.zoom + (targetZoom - Camera.zoom) * math.min(1, dt * 2.5)
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end
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function Camera.getAltitude(landerY, terrain, landerX)
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local groundY = terrain.getHeightAt(landerX)
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return math.max(0, groundY - landerY)
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end
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function Camera.applyTransform()
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local sw, sh = World.screenW, World.screenH
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local scale = World.baseScale * Camera.zoom
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love.graphics.push()
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love.graphics.translate(sw / 2, sh / 2)
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love.graphics.scale(scale)
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love.graphics.translate(-Camera.x, -Camera.y)
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end
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function Camera.popTransform()
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love.graphics.pop()
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end
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function Camera.getVisibleRect()
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local sw, sh = World.screenW, World.screenH
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local scale = World.baseScale * Camera.zoom
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local hw = (sw / 2) / scale
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local hh = (sh / 2) / scale
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return Camera.x - hw, Camera.y - hh, Camera.x + hw, Camera.y + hh
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end
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function Camera.getZoom()
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return Camera.zoom
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end
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function Camera.reset()
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Camera.x = 2000
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Camera.y = 400
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Camera.zoom = MIN_ZOOM
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end
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return Camera
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