diff options
author | Sven Gothel <[email protected]> | 2022-04-01 11:07:38 +0200 |
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committer | Sven Gothel <[email protected]> | 2022-04-01 11:07:38 +0200 |
commit | 71e6ae3d110fd484c44883da189c834dd80d4812 (patch) | |
tree | 7424adff8f7197c3451daf5f55ba6975f1ffe7d3 /README.md | |
parent | f879cbec712c5ea1a048be518b6a8f77ee47c48e (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.md | 25 |
1 files changed, 14 insertions, 11 deletions
@@ -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 |