oma-roids/game/particles.lua
28allday bc88613e07 Asteroids: complete Love2D game with Omarchy integration
Faithful recreation of Atari Asteroids (1979) with vector wireframe aesthetic.
Auto-detects Omarchy system theme and font on launch.

Features:
- Inertia physics (zero friction), rotate/thrust/fire/hyperspace controls
- 3 asteroid sizes that split on destroy (large→medium→small)
- Large and small UFO saucers with AI (random vs aimed shooting)
- Screen wrapping for ship/asteroids/saucers, bullets expire at edges
- Ship death fragments, explosion particles
- Iconic heartbeat that speeds up as wave clears
- Wave progression (4→11 asteroids, speed ramps)
- 3 lives, extra life every 10k points
- Persistent high scores with 3-letter initial entry
- Procedural sound effects (beat, thrust, fire, explosions, saucer drone)
- Full-screen scaling, system font detection

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 12:58:03 +01:00

121 lines
3.4 KiB
Lua

local World = require("game.world")
local Palette = require("rendering.palette")
local Particles = {}
local particles = {}
function Particles.spawnExplosion(x, y, count, speed, maxTime)
count = count or 8
speed = speed or 100
maxTime = maxTime or 1.0
for i = 1, count do
local angle = math.random() * math.pi * 2
local spd = speed * (0.3 + math.random() * 0.7)
table.insert(particles, {
x = x, y = y,
vx = math.cos(angle) * spd,
vy = math.sin(angle) * spd,
timer = maxTime * (0.5 + math.random() * 0.5),
maxTime = maxTime,
ptype = "dot",
})
end
end
function Particles.spawnShipDeath(x, y, angle, vx, vy)
-- Break ship into 3 line segments that drift apart
local cos_a = math.cos(angle)
local sin_a = math.sin(angle)
local function transform(px, py)
return px * cos_a - py * sin_a,
px * sin_a + py * cos_a
end
-- Ship vertices
local nose = {20, 0}
local lwing = {-14, -12}
local notch = {-8, 0}
local rwing = {-14, 12}
local segments = {
{nose, lwing},
{lwing, notch},
{notch, rwing},
{rwing, nose},
}
for _, seg in ipairs(segments) do
local x1r, y1r = transform(seg[1][1], seg[1][2])
local x2r, y2r = transform(seg[2][1], seg[2][2])
local midX = (x1r + x2r) / 2
local midY = (y1r + y2r) / 2
local spread = 40 + math.random() * 40
local sAngle = math.atan2(midY, midX) + (math.random() - 0.5) * 1.5
table.insert(particles, {
x = x + midX, y = y + midY,
vx = vx * 0.3 + math.cos(sAngle) * spread,
vy = vy * 0.3 + math.sin(sAngle) * spread,
-- Line offsets from centre
lx1 = x1r - midX, ly1 = y1r - midY,
lx2 = x2r - midX, ly2 = y2r - midY,
rotSpeed = (math.random() - 0.5) * 4,
rot = 0,
timer = 2.0,
maxTime = 2.0,
ptype = "line",
})
end
end
function Particles.update(dt)
for i = #particles, 1, -1 do
local p = particles[i]
p.x = p.x + p.vx * dt
p.y = p.y + p.vy * dt
p.timer = p.timer - dt
if p.rot then p.rot = p.rot + (p.rotSpeed or 0) * dt end
if p.timer <= 0 then
table.remove(particles, i)
end
end
end
function Particles.anyActive()
return #particles > 0
end
function Particles.clear()
particles = {}
end
function Particles.draw()
local pal = Palette.get()
local lw = 1 / World.scale
for _, p in ipairs(particles) do
local alpha = math.max(0, p.timer / p.maxTime)
if p.ptype == "dot" then
love.graphics.setColor(pal.explosion[1], pal.explosion[2], pal.explosion[3], alpha)
love.graphics.setLineWidth(lw)
love.graphics.circle("fill", p.x, p.y, 1.2)
elseif p.ptype == "line" then
love.graphics.setColor(pal.ship[1], pal.ship[2], pal.ship[3], alpha)
love.graphics.setLineWidth(lw * 2)
local cos_r = math.cos(p.rot)
local sin_r = math.sin(p.rot)
local x1 = p.x + p.lx1 * cos_r - p.ly1 * sin_r
local y1 = p.y + p.lx1 * sin_r + p.ly1 * cos_r
local x2 = p.x + p.lx2 * cos_r - p.ly2 * sin_r
local y2 = p.y + p.lx2 * sin_r + p.ly2 * cos_r
love.graphics.line(x1, y1, x2, y2)
end
end
end
return Particles