From a9080bfe4c30a5e7d003d0760fd08e4b5e13c7a8 Mon Sep 17 00:00:00 2001 From: Sven Gothel Date: Wed, 30 Mar 2022 01:46:50 +0200 Subject: ghost_t: Have defined home_pos for each and must return to their spot (phantom -> home); Phantom speed is ~200% --- README.md | 22 +++++++++++++++------- 1 file changed, 15 insertions(+), 7 deletions(-) (limited to 'README.md') diff --git a/README.md b/README.md index 1814cb4..361c45c 100644 --- a/README.md +++ 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 -- cgit v1.2.3