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authorSven Gothel <[email protected]>2022-06-01 00:05:16 +0200
committerSven Gothel <[email protected]>2022-06-01 00:05:16 +0200
commitbb21dbe366aebdd9ae51f3639fed0068130cde57 (patch)
tree27b3a841829689200878f2cfd4d7e15dfceb6dc2
parent87a29014f34311b8ef65f2480c5a05031d543813 (diff)
Update README.mdHEADmaster
-rw-r--r--README.md19
1 files changed, 12 insertions, 7 deletions
diff --git a/README.md b/README.md
index a50a526..cbb1f96 100644
--- a/README.md
+++ b/README.md
@@ -5,8 +5,8 @@
## Git Repository
This project's canonical repositories is hosted on [Gothel Software](https://jausoft.com/cgit/cs_class/pacman.git/).
-## Goals
-This project likes to demonstrate a complex system written in modern C++
+## Overview
+This project demonstrates a complex system written in modern C++
for our [computer science class](https://jausoft.com/cgit/cs_class/).
We have chosen the classic game for our project
@@ -25,14 +25,19 @@ Potential code sections of interest
- Keyframe interval for animation [keyframei_t](../tree/include/pacman/utils.hpp#n96)
- Random number engine [random_engine_t](../tree/include/pacman/utils.hpp#n350)
+### Coverage
+
+[*Chase, Scatter and Phantoms – Sisyphus alike Ghost Fate*](https://jausoft.com/blog/2022/05/31/chase-scatter-and-phantoms-sisyphus-alike-ghost-fate/)
+is a little article of ours describing details and includes screenshots and a short video recording.
+
## Previous Work
-To implement the original pacman game behavior like weighted tile collision,
+To implement the original *Puckman* game behavior like weighted tile collision,
ghost algorithm, etc. - we have used the following documents for reference
- Jamey Pittman's [The Pac-Man Dossier](https://www.gamedeveloper.com/design/the-pac-man-dossier)
- Chad Birch's [Understanding Pac-Man Ghost Behavior](https://gameinternals.com/understanding-pac-man-ghost-behavior)
- Don Hodges's [Why do Pinky and Inky have different behaviors when Pac-Man is facing up?](http://donhodges.com/pacman_pinky_explanation.htm)
-We have followed the references closely to achieve a most accurate default mode for matching the original,
+We have followed the references closely to achieve a most accurate default mode to match the original,
[see *Deviations from the Original*](#deviations-from-the-original) below.
## Other Implementations
@@ -160,7 +165,7 @@ This is achieved via Keyframe interval for animation, see [keyframei_t](../tree/
Below we added measurements from pacman via commandline argument `-show_fps`
running along the bottom longest line from collision to collision.
-For each level we measured the slower first walk with dots and the second walk faster wihtout dots.
+For each level we measured the slower first walk eating pellets and the second walk faster without pellets.
Level 1: Fields/s deviation on longest line measured 7.955 f/s to 8.000 f/s or 0.5635%
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.sh}
@@ -207,12 +212,12 @@ and kept in sync with `include/pacman/globals.hpp`.
By default the original pacman behavior is being implemented:
- weighted (round) tile position for collision tests
-- pinky's up-target not 4 ahead, but 4 ahead and 4 to the left
+- Pinky's up-target not 4 ahead, but 4 ahead and 4 to the left
- ...
If false, a more accurate implementation, the pacman bugfix, is used:
- pixel accurate tile position for collision tests
-- pinky's up-traget to be 4 ahead as intended
+- Pinky's up-target to be 4 ahead as intended
- ...
### Manhatten Distance