Add dramatic ship explosion effect on death

- Ship now breaks into fragments that fly apart on explosion
- Added bright central flash that fades out
- Ship wings rotate and fly off in different directions
- Cockpit fragment flies upward while shrinking
- Added debris particles and sparks with physics
- Smoke trail effect appears after initial explosion
- Extended animation to 500ms for more dramatic effect
- Multiple layers: flash, fragments, debris, sparks, and smoke
This commit is contained in:
2025-11-04 18:33:21 +00:00
parent 8693c3bee2
commit 175d7ec692
2 changed files with 114 additions and 15 deletions
+113 -14
View File
@@ -94,29 +94,128 @@ export function useBoard() {
const spaceshipY = SPACESHIP_Y;
if (shipStateRef.current === 'exploding') {
// Explosion animation
// Enhanced explosion animation
const elapsed = performance.now() - shipExplosionTimeRef.current;
const progress = Math.min(elapsed / 300, 1);
const scale = 1 + progress * 1.5;
const opacity = 1 - progress;
const progress = Math.min(elapsed / 500, 1); // Longer explosion (500ms)
ctx.save();
ctx.translate(spaceshipX, spaceshipY);
ctx.scale(scale, scale);
ctx.globalAlpha = opacity;
// Explosion particles
for (let i = 0; i < 12; i++) {
const angle = (i / 12) * Math.PI * 2;
const distance = progress * 40;
// Draw ship fragments flying apart
const fragmentOpacity = Math.max(0, 1 - progress * 1.2);
ctx.globalAlpha = fragmentOpacity;
// Left wing fragment
ctx.save();
ctx.translate(-progress * 30, -progress * 20);
ctx.rotate(-progress * Math.PI * 0.5);
ctx.fillStyle = "#4a90e2";
ctx.beginPath();
ctx.moveTo(0, 0);
ctx.lineTo(-12, 8);
ctx.lineTo(-6, 8);
ctx.closePath();
ctx.fill();
ctx.restore();
// Right wing fragment
ctx.save();
ctx.translate(progress * 30, -progress * 20);
ctx.rotate(progress * Math.PI * 0.5);
ctx.fillStyle = "#4a90e2";
ctx.beginPath();
ctx.moveTo(0, 0);
ctx.lineTo(12, 8);
ctx.lineTo(6, 8);
ctx.closePath();
ctx.fill();
ctx.restore();
// Cockpit fragment (moving upward)
ctx.save();
ctx.translate(0, -progress * 40);
ctx.scale(1 - progress * 0.5, 1 - progress * 0.5);
const gradient = ctx.createRadialGradient(0, 0, 2, 0, 0, 6);
gradient.addColorStop(0, "#00ffff");
gradient.addColorStop(0.5, "#0088ff");
gradient.addColorStop(1, "#004488");
ctx.fillStyle = gradient;
ctx.beginPath();
ctx.arc(0, 0, 5, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
// Explosion burst effect
ctx.globalAlpha = 1;
// Central explosion flash (bright at start, fades out)
if (progress < 0.3) {
const flashProgress = progress / 0.3;
const flashSize = 20 + flashProgress * 30;
const flashOpacity = 1 - flashProgress;
const flashGradient = ctx.createRadialGradient(0, 0, 0, 0, 0, flashSize);
flashGradient.addColorStop(0, `rgba(255, 255, 255, ${flashOpacity})`);
flashGradient.addColorStop(0.3, `rgba(255, 255, 0, ${flashOpacity * 0.8})`);
flashGradient.addColorStop(0.6, `rgba(255, 100, 0, ${flashOpacity * 0.5})`);
flashGradient.addColorStop(1, `rgba(255, 0, 0, 0)`);
ctx.fillStyle = flashGradient;
ctx.beginPath();
ctx.arc(0, 0, flashSize, 0, Math.PI * 2);
ctx.fill();
}
// Explosion particles (debris and sparks)
const particleOpacity = Math.max(0, 1 - progress * 0.8);
ctx.globalAlpha = particleOpacity;
// Large debris particles
for (let i = 0; i < 8; i++) {
const angle = (i / 8) * Math.PI * 2 + progress * Math.PI * 0.2;
const distance = progress * 60 + Math.sin(i * 13) * 20;
const px = Math.cos(angle) * distance;
const py = Math.sin(angle) * distance;
const size = 6 * (1 - progress * 0.5);
ctx.fillStyle = i % 2 === 0 ? "#4a90e2" : "#7bb3ff";
ctx.save();
ctx.translate(px, py);
ctx.rotate(progress * Math.PI * 2);
ctx.fillRect(-size/2, -size/2, size, size);
ctx.restore();
}
// Small spark particles
for (let i = 0; i < 16; i++) {
const angle = (i / 16) * Math.PI * 2;
const speed = 80 + Math.sin(i * 7) * 40;
const distance = progress * speed;
const px = Math.cos(angle) * distance;
const py = Math.sin(angle) * distance;
ctx.fillStyle = i % 3 === 0 ? "#ffff00" : i % 3 === 1 ? "#ff6600" : "#ff0000";
ctx.beginPath();
ctx.arc(px, py, 4, 0, Math.PI * 2);
ctx.arc(px, py, 3 * (1 - progress), 0, Math.PI * 2);
ctx.fill();
}
// Smoke trail effect
if (progress > 0.2) {
const smokeProgress = (progress - 0.2) / 0.8;
const smokeOpacity = 0.3 * (1 - smokeProgress);
ctx.globalAlpha = smokeOpacity;
for (let i = 0; i < 5; i++) {
const smokeSize = 20 + i * 10 + smokeProgress * 30;
const smokeY = -smokeProgress * 20 - i * 5;
ctx.fillStyle = "#666666";
ctx.beginPath();
ctx.arc(Math.sin(i) * 10, smokeY, smokeSize, 0, Math.PI * 2);
ctx.fill();
}
}
ctx.restore();
} else {
+1 -1
View File
@@ -109,7 +109,7 @@ export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: Fall
lettersRef.current = [];
lastSpawnRef.current = performance.now();
setShipState('normal');
}, 300);
}, 500); // Match the 500ms explosion animation
}
}
});