aboutsummaryrefslogtreecommitdiffstats
path: root/README.md
diff options
context:
space:
mode:
authorSven Gothel <[email protected]>2022-04-01 11:07:38 +0200
committerSven Gothel <[email protected]>2022-04-01 11:07:38 +0200
commit71e6ae3d110fd484c44883da189c834dd80d4812 (patch)
tree7424adff8f7197c3451daf5f55ba6975f1ffe7d3 /README.md
parentf879cbec712c5ea1a048be518b6a8f77ee47c48e (diff)
Add ghost_t max time to spend at home while no pellets are eaten; Move 'pellet counter limit' per level to game_level_spec_t
Also name the two other author's of referenced documents in README and structure what has been implemented a little bit.
Diffstat (limited to 'README.md')
-rw-r--r--README.md25
1 files changed, 14 insertions, 11 deletions
diff --git a/README.md b/README.md
index 25efac3..fc46ce3 100644
--- a/README.md
+++ b/README.md
@@ -25,8 +25,8 @@ Potential code sections of interest
To implement the original pacman 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)
-- [Understanding Pac-Man Ghost Behavior](https://gameinternals.com/understanding-pac-man-ghost-behavior)
-- [Why do Pinky and Inky have different behaviors when Pac-Man is facing up?](http://donhodges.com/pacman_pinky_explanation.htm)
+- 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)
The implementation is inspired by [Toru Iwatani](https://en.wikipedia.org/wiki/Toru_Iwatani)'s
original game [Puckman](https://en.wikipedia.org/wiki/Pac-Man).
@@ -159,19 +159,22 @@ If false, a more accurate implementation, the pacman bugfix, is used:
- Renderer fps derived *step width*, i.e. sub-tiles
- Sync speed by dropping tick, every n-frames
- Ghost *AI*
- - Scared RNG target
- - Scatter, chase and phantom targets
- - Next `direction_t` algo
- - Grouped wave switch of scatter, chase and frightened
- - Exit home using local and global pellet timer
+ - Scatter, chase and phantom targets
+ - Scared RNG target
- PRNG with an identical seed value every new level and life for predictable results
- - Adjust tunnel speed
+ - Next `direction_t` algo
- No turning up in *Red-Zones* if chasing or scattering
- Optionally use alternative Manhatten distance function instead of the Euclidean default.
+ - Grouped wave switch of scatter, chase and frightened
+ - Exit Home
+ - Using local and global pellet timer
+ - Additional maximum time when no pellets are eaten
+ - Speed
+ - Adjust tunnel speed
- *Elroy 1+2* mode
- Pacman
- - show eaten ghosts and fruit score onscreen (FREEZE)
- - Freeze pacman only for 3 frames after eating power pellet
+ - show eaten ghosts and fruit score onscreen (FREEZE)
+ - Freeze pacman only for 3 frames after eating power pellet
- Level specification (per level)
- Timings
- scatter and chase duration per phase
@@ -193,7 +196,7 @@ If false, a more accurate implementation, the pacman bugfix, is used:
### To Do
- Pacman
- - Lives
+ - Lives
- Sound
- Complete samples
- Extension