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>
211 lines
5.9 KiB
Lua
211 lines
5.9 KiB
Lua
local World = require("game.world")
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local Palette = require("rendering.palette")
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local Lander = {}
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local GRAVITY = 25
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local THRUST_ACCEL = 60
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local ROT_SPEED = 2.1 -- ~120 deg/sec in radians
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local FUEL_RATE = 12 -- fuel per second at full thrust
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-- Lander shape (local coords, 0 = pointing up, Y+ down)
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local BODY = {
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{-8, -8}, {-4, -12}, {4, -12}, {8, -8},
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{10, 0}, {8, 6}, {-8, 6}, {-10, 0},
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}
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local LEGS = {
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{{-8, 6}, {-14, 16}},
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{{-6, 6}, {-14, 16}},
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{{8, 6}, {14, 16}},
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{{6, 6}, {14, 16}},
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}
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local FEET = {
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{{-17, 16}, {-11, 16}},
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{{11, 16}, {17, 16}},
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}
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local WINDOW = {
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{{-3, -6}, {3, -6}},
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{{3, -6}, {3, -2}},
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{{3, -2}, {-3, -2}},
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{{-3, -2}, {-3, -6}},
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}
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local ANTENNA = {
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{{0, -12}, {0, -18}},
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{{-3, -18}, {3, -18}},
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}
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local lander = {}
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function Lander.init()
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lander.x = World.WORLD_W / 2 + (math.random() - 0.5) * 1000
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lander.y = 200
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lander.vx = 20 + math.random() * 20
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lander.vy = 5 + math.random() * 10
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lander.angle = 0 -- 0 = pointing up
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lander.alive = true
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lander.landed = false
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lander.thrusting = false
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end
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function Lander.get()
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return lander
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end
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local function transformPoint(px, py, angle, cx, cy)
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local cos_a = math.cos(angle)
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local sin_a = math.sin(angle)
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return cx + px * cos_a - py * sin_a,
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cy + px * sin_a + py * cos_a
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end
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function Lander.update(dt)
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if not lander.alive or lander.landed then return end
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-- Gravity
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lander.vy = lander.vy + GRAVITY * dt
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-- Rotation
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if love.keyboard.isDown("left", "a") then
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lander.angle = lander.angle - ROT_SPEED * dt
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end
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if love.keyboard.isDown("right", "d") then
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lander.angle = lander.angle + ROT_SPEED * dt
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end
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-- Thrust
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lander.thrusting = love.keyboard.isDown("up", "w") and World.fuel > 0
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if lander.thrusting then
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-- Thrust in the direction the lander is pointing (up from lander's perspective)
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lander.vx = lander.vx - math.sin(lander.angle) * THRUST_ACCEL * dt
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lander.vy = lander.vy - math.cos(lander.angle) * THRUST_ACCEL * dt
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World.fuel = math.max(0, World.fuel - FUEL_RATE * dt)
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end
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-- Move
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lander.x = lander.x + lander.vx * dt
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lander.y = lander.y + lander.vy * dt
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-- Clamp X
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lander.x = math.max(20, math.min(World.WORLD_W - 20, lander.x))
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end
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function Lander.abort()
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if not lander.alive or lander.landed then return end
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if World.fuel < 10 then return end
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-- Auto-level: snap angle toward 0
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lander.angle = lander.angle * 0.3
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-- Full thrust burst
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lander.vy = lander.vy - THRUST_ACCEL * 0.5
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-- Costs a chunk of fuel
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World.fuel = math.max(0, World.fuel - 50)
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end
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function Lander.getCollisionPoints()
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-- Return transformed foot positions for terrain collision
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local pts = {}
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-- Foot endpoints
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local footPts = {{-17, 16}, {-11, 16}, {11, 16}, {17, 16}}
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for _, fp in ipairs(footPts) do
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local wx, wy = transformPoint(fp[1], fp[2], lander.angle, lander.x, lander.y)
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table.insert(pts, {x = wx, y = wy})
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end
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-- Body bottom
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local bodyBottom = {{-8, 6}, {8, 6}}
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for _, bp in ipairs(bodyBottom) do
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local wx, wy = transformPoint(bp[1], bp[2], lander.angle, lander.x, lander.y)
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table.insert(pts, {x = wx, y = wy})
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end
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return pts
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end
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function Lander.die()
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lander.alive = false
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end
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function Lander.land()
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lander.landed = true
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lander.vx = 0
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lander.vy = 0
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end
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function Lander.draw()
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if not lander.alive then return end
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local p = Palette.get()
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local a = lander.angle
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local cx, cy = lander.x, lander.y
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-- Body outline
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love.graphics.setColor(p.lander)
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love.graphics.setLineWidth(2)
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local bodyPts = {}
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for _, v in ipairs(BODY) do
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local wx, wy = transformPoint(v[1], v[2], a, cx, cy)
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table.insert(bodyPts, wx)
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table.insert(bodyPts, wy)
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end
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table.insert(bodyPts, bodyPts[1])
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table.insert(bodyPts, bodyPts[2])
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love.graphics.line(bodyPts)
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-- Legs
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love.graphics.setLineWidth(1.5)
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for _, leg in ipairs(LEGS) do
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local x1, y1 = transformPoint(leg[1][1], leg[1][2], a, cx, cy)
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local x2, y2 = transformPoint(leg[2][1], leg[2][2], a, cx, cy)
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love.graphics.line(x1, y1, x2, y2)
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end
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-- Feet
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love.graphics.setLineWidth(2)
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for _, foot in ipairs(FEET) do
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local x1, y1 = transformPoint(foot[1][1], foot[1][2], a, cx, cy)
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local x2, y2 = transformPoint(foot[2][1], foot[2][2], a, cx, cy)
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love.graphics.line(x1, y1, x2, y2)
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end
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-- Window
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love.graphics.setColor(p.lander[1], p.lander[2], p.lander[3], 0.5)
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love.graphics.setLineWidth(1)
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for _, seg in ipairs(WINDOW) do
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local x1, y1 = transformPoint(seg[1][1], seg[1][2], a, cx, cy)
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local x2, y2 = transformPoint(seg[2][1], seg[2][2], a, cx, cy)
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love.graphics.line(x1, y1, x2, y2)
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end
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-- Antenna
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love.graphics.setColor(p.lander)
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for _, seg in ipairs(ANTENNA) do
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local x1, y1 = transformPoint(seg[1][1], seg[1][2], a, cx, cy)
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local x2, y2 = transformPoint(seg[2][1], seg[2][2], a, cx, cy)
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love.graphics.line(x1, y1, x2, y2)
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end
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-- Thrust flame
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if lander.thrusting then
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love.graphics.setColor(p.thrust)
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love.graphics.setLineWidth(2)
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local flameLen = 10 + math.random() * 15
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local flameSpread = 3 + math.random() * 3
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local fx1, fy1 = transformPoint(-flameSpread, 6, a, cx, cy)
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local fx2, fy2 = transformPoint(flameSpread, 6, a, cx, cy)
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local ftx, fty = transformPoint((math.random()-0.5)*3, 6 + flameLen, a, cx, cy)
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love.graphics.line(fx1, fy1, ftx, fty)
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love.graphics.line(fx2, fy2, ftx, fty)
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-- Inner flame
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local flameLen2 = 5 + math.random() * 8
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local ft2x, ft2y = transformPoint((math.random()-0.5)*2, 6 + flameLen2, a, cx, cy)
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love.graphics.setColor(p.bright)
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love.graphics.line(cx, cy + 3, ft2x, ft2y)
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end
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end
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return Lander
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