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authorSven Gothel <[email protected]>2022-03-30 01:46:50 +0200
committerSven Gothel <[email protected]>2022-03-30 01:46:50 +0200
commita9080bfe4c30a5e7d003d0760fd08e4b5e13c7a8 (patch)
tree64b023810eff708f1e3f21eecaa62f8e27bedf3e /README.md
parent128948ea5c6124ce6282889a016f697911d6f445 (diff)
ghost_t: Have defined home_pos for each and must return to their spot (phantom -> home); Phantom speed is ~200%
Diffstat (limited to 'README.md')
-rw-r--r--README.md22
1 files changed, 15 insertions, 7 deletions
diff --git a/README.md b/README.md
index 1814cb4..361c45c 100644
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+++ b/README.md
@@ -95,11 +95,15 @@ If false, a more accurate implementation, the pacman bugfix, is used:
- Sync speed by dropping tick, every n-frames
- Ghost *AI*
- Scared RNG target
- - Scatter and chase targets
- - Next move algo
+ - 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
- PRNG with an identical seed value every new level and life for predictable results
+ - Adjust tunnel speed
+ - No turning up in *Red-Zones* if chasing or scattering
+- Pacman
+ - show eaten ghosts score onscreen (FREEZE)
- Level specification (per level)
- Timings
- scatter and chase duration per phase
@@ -110,25 +114,29 @@ If false, a more accurate implementation, the pacman bugfix, is used:
- ghost speed normal, frightening or in tunnel
- Score
- Score
- - show eaten ghosts score onscreen
+ - ghost 1-4 per power pellet
- Sound
- Using wav chunks, mixed from seperated channels
### To Do
- Ghost *AI*
- *Elroy 1+2* mode
- - Tunnel speed
- - *Red-zones* w/o turning up
- Score
- Fruits / Bonus
-- Pacman lives
+- Pacman
+ - Lives
+ - Freeze pacman only for 3 frames after eating power pellet
- Sound
- Use lossy formats
- Complete samples
- Extension
- - Second play moves a ghost
+ - Second player moves a ghost
- Maze
- Render maze itself from maze-spec file
+- Persistent game state
+ - Save/load game state
+ - Screenshot
+ - Record video
## Media Data