Pac-Man | A Pac-Man clone | Continuous Backup library

 by   HexagonNico C++ Version: Current License: GPL-3.0

kandi X-RAY | Pac-Man Summary

kandi X-RAY | Pac-Man Summary

Pac-Man is a C++ library typically used in Backup Recovery, Continuous Backup applications. Pac-Man has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

A Pac-Man clone I made
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              Pac-Man has a low active ecosystem.
              It has 9 star(s) with 2 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 2 open issues and 1 have been closed. On average issues are closed in 2 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Pac-Man is current.

            kandi-Quality Quality

              Pac-Man has no bugs reported.

            kandi-Security Security

              Pac-Man has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Pac-Man is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              Pac-Man releases are not available. You will need to build from source code and install.

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Pac-Man
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            Pac-Man Key Features

            No Key Features are available at this moment for Pac-Man.

            Pac-Man Examples and Code Snippets

            No Code Snippets are available at this moment for Pac-Man.

            Community Discussions

            QUESTION

            Why does website cause most elements to be recalculated upon small change after being hosted?
            Asked 2021-May-07 at 15:46

            I decided to make a Pac-Man game and after I did it and everything was working somewhat fine on local document I pushed my website on Github pages and decrease in fps was enormous. It turned out page was making recalculation for hundreds elements which caused 20ms+ delay.

            Here's a small part of the code that still has performance difference between local and github-pages hosted website.

            ...

            ANSWER

            Answered 2021-May-07 at 15:46

            After getting some feedback that my site works well for other users I shared it on CodePen and it also worked fine, day later somebody said there could be an extension that could do something like that and indeed Adblocker Ultimate caused the slow performance.

            Source https://stackoverflow.com/questions/67302353

            QUESTION

            Calculate distance between points in matrix connected in all directions
            Asked 2021-Apr-28 at 00:34

            I'm trying to make an online game where I want to simulate a world that is connected in all directions, just like "PAC-MAN" does. When the player crosses the boundaries of the map he would be in the other side of the grid.

            So far so good, I managed to build a server that holds a 10x10 matrix, (I attach some images as a reference), and using some modular-arithmetics it calculates and sends to the client the corresponding tiles of the map given the player's position.

            So assuming "view_distance = 2" for example, the server sends the corresponding tiles based on the player's position:

            Player position (4,4)

            Player position (9,5)

            Player position (0,0)

            I think I made my point, now lets face my problem.

            When the client gets the list of tiles to render from the server, it needs to calculate the distance to the player (unit-vector) for each tile so it can instance it in the right place. Every instanced tile has a script that recalculates the distance to the player every time he moves so it destroys itself when it is farther than the "view_distance".

            So for example, if I the client is in the position (9,5) the unit-vector of the tile (7,7) would be (-2,2)

            The client has the following information:

            • The tile where he's standing: Globals.PlayerInfo.PlayerPosition
            • The lenght of the map: Globals.MAP_LENGHT (in this case it's 10)
            • The view distance: Globals.DATA_DISTANCE (in this case it's 2)

            How do i calculate the unit-vector? I made the following function but it doesn't seem to work. Am I missing something?

            ...

            ANSWER

            Answered 2021-Apr-27 at 08:30

            You say it yourself, the grid is connected in all directions. So since your grid is "infinite" every position exists an "infinite" amount of times. What you are looking for is not one distance between two points but actually the smallest one out of multiple possibilities.

            No worries, though ;) It is fully enough to check once into each direction (up, down, left, right) and chose the smallest of the resulting distances in these direction since any other one will be further away anyways.

            As only one example what I am talking about. Lets say

            • the player is at 1,1 (red)
            • the enemy is at 8,2 (blue)

            so if we want to get the minimum distance on the X axis we simply check in both directions, to the left and to the right.

            In this case finding the next position to the left is trivial: It is the actual player position x = 1.

            Now what do we to towards the right? → We simply virtually extend the grid (light-grey) and map the player position to where it would be in that extended grid → x = 11 (light-red).

            Here is an image to visualize it better

            In the code this might look like e.g.

            Source https://stackoverflow.com/questions/67274952

            QUESTION

            How can I get my JavaScript game to stop freezing every couple of seconds?
            Asked 2021-Feb-18 at 07:55

            I am writing a Pac-Man game, and so far I've got the movement and animation down but for some reason, Pac-Man just keeps freezing every 2 seconds or so. It's very slight and quick, but noticeable enough. Maybe this has something to do with my browser (Google Chrome) or the way I'm setting up the setTimer functions? I'm also aware of the canvas feature in JavaScript, I just wanted to make this game without it for a challenge.

            script.js:

            ...

            ANSWER

            Answered 2021-Feb-18 at 07:55

            The recursive call to movePacMan means your call stack grows without bound. This in terms means that the browser will have to page out memory and may explain the performance issue you observed. Use setInterval() instead of the recursive call, or as @mplungjan mentioned requestAnimationFrame().

            Source https://stackoverflow.com/questions/66255671

            QUESTION

            Cannot detect collision for objects drawn in canvas javascript
            Asked 2021-Jan-26 at 12:56

            Hey I am currently building a simple pacman in javascript as a learning project. I am able to render a basic board, pacman, pellets and big pellets with basic canvas drawings (arc etc) . The game is responsive to key codes moving pacman around but Imstruggling when I want to test for collision and access x and y values of canvas drawings. My board is drawn in for loop that iterates through a layout/grid 2d array of numbers and draws something different depending on the number, 0 representing walls, 1 - pellets etc. I feel I may be making an error in the drawBoard for loop also.. I have started to go back and forth between using a function to draw walls and then trying to access its X and Y positions:

            ...

            ANSWER

            Answered 2021-Jan-26 at 12:56

            In pacman collision can be oversimplified by just using an array and checking wether the current case where pacman is contains something or not, if so make him return to previous position.

            Source https://stackoverflow.com/questions/65891139

            QUESTION

            Recommendation System by using Euclidean Distance (TypeError: unsupported operand type(s) for -: 'str' and 'str')
            Asked 2021-Jan-03 at 19:48

            I have a problem about implementing recommendation system by using Euclidean Distance.

            What I want to do is to list some close games with respect to search criteria by game title and genre.

            Here is my project link : Link

            After calling function, it throws an error shown below. How can I fix it?

            Here is the error

            ...

            ANSWER

            Answered 2021-Jan-03 at 16:00

            The issue is that you are using euclidean distance for comparing strings. Consider using Levenshtein distance, or something similar, which is designed for strings. NLTK has a function called edit distance that can do this or you can implement it on your own.

            Source https://stackoverflow.com/questions/65551325

            QUESTION

            Python turtle leaves dots while moving
            Asked 2020-Dec-27 at 00:50

            I am trying to make Pac-man Game using turtle. When I run my code it shows small dots. While moving turtle press w to go up-ward and you can find the small dot at bottom of player.

            ...

            ANSWER

            Answered 2020-Dec-27 at 00:50

            I reworked nearly every aspect of your program and couldn't spot the culprit for the yellow artifacts (part of the pacman itself.) So, I put a band-aid on the code by leaving tracer() off for the entire program and doing explicit screen update() calls.

            [EDIT: @AnnZen's answer identifies the source of the glitch.]

            I also replaced your redudant entity location logic by checking the original dict rather than the list cache. This simplified the logic, and eliminated some potential floating point issues. And, checking dictionaries is actually faster than checking lists.

            Plus lots of other changes to simplify and stabilize the code:

            Source https://stackoverflow.com/questions/65356614

            QUESTION

            How do I randomly move objects in a maze using pygame?
            Asked 2020-Dec-07 at 22:03

            This is a code for Pac-Man. I already have a moving Pac-man and the collision w/ the ghosts, but I don't know how to make them randomly move on the map. I don't need them to chase the Pac-Man, just to slide randomly through the map and change direction when they hit on the wall. I also wanted to know how could I make Pac-Man die when he collides w/ a ghost.

            ...

            ANSWER

            Answered 2020-Dec-07 at 22:03

            Add a method that can find all field with a specific number in the grid:

            Source https://stackoverflow.com/questions/65189546

            QUESTION

            How do I move elements of a matrix in python?
            Asked 2020-Dec-07 at 08:50

            I want to move object 1 with the keyboard, using events from pygame, like: pygame.key.get_pressed(). But I don't know how to put it on my code.

            ...

            ANSWER

            Answered 2020-Dec-07 at 08:50

            First you need to fix the representation of the maze. The top left of eah cell is self.x + col * 50, self.y + lin * 50:

            Source https://stackoverflow.com/questions/65174955

            QUESTION

            trying to draw Pac-man
            Asked 2020-Nov-09 at 13:04

            I'm trying to draw Pac-man as part of an assignment using the convex shape class in SFML and I always get an extra piece drawn from the point 0,0

            ...

            ANSWER

            Answered 2020-Nov-09 at 13:04

            Your for loop only iterates 270 times (315 - 45), therefore only setting 270 out of 315 vertices. The other 45 vertices are at the default position of (0, 0).

            Your next issue is that you do not create a vertex at the center. So you need one extra vertice for the center.

            Once those two issues are sorted, the result is:

            Edit: I also realise now that Pacman is NOT a convex shape, so "it may not be drawn correctly". To draw it correctly you will need to split it into either multiple convex shapes, or use a different primitive type (sf::TriangleFan?)

            Source https://stackoverflow.com/questions/64735444

            QUESTION

            How can I make a 2D pattern with dots that can dissapear and reappear in p5js?
            Asked 2020-Oct-18 at 23:00

            I want to make a PacMan influenced clock. It looks now like this:
            Each column is the hour (starting from 12 somehow), each dot represents 2 Minutes and each closing and opening represents the seconds.

            I want that the dots dissapear if PacMan passed them so that it looks like this:
            My code looks at the moment like this:

            ...

            ANSWER

            Answered 2020-Oct-18 at 14:06

            One way to do is to torture the compiler.

            I mean you have to wipe out every thing every time a key has hit and the packman has eaten the food.

            Then render everything back except the dot which has been eaten.

            Source https://stackoverflow.com/questions/64414198

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

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            You can download it from GitHub.

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