pac-man | basic pac-man game written in JavaScript | Game Engine library
kandi X-RAY | pac-man Summary
kandi X-RAY | pac-man Summary
basic pac-man game written in JavaScript
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Top functions reviewed by kandi - BETA
- Create event listeners
- Draws the agents
- Draw a player
- initialize the game .
- Updates the game state .
- Draws a vertical score .
- Button constructor .
- Draws the buttons
- Draw the grid .
- A player player .
pac-man Key Features
pac-man Examples and Code Snippets
Community Discussions
Trending Discussions on pac-man
QUESTION
I'm dabbling with pointers in C and created a Pac-Man Inky pointer example.
...ANSWER
Answered 2022-Apr-09 at 19:53I don't think there is a way to do it for a completely arbitrary number of *
, but if you have a fixed maximum number, you can write a long _Generic
selection to do it.
QUESTION
I am trying to get this pacman animation to cycle through an array of images and reverse direction when it hits the edge of the page.
I tried debugging in Chrome and it gave me the following error
"cannot read properties of null (reading width)"
...ANSWER
Answered 2021-Dec-16 at 01:30Your example don't shows the template/html. Is the element id (PacMan) written correctly?
This example should print a 200 in console:
QUESTION
Im building a pacman game and i put a switch statement and put interval so that the user has to press right arrow once and pacman will keep moving right the problem is that if i tab twice it move twice as fast and i tab right then left it'll move right left right left.....
i'll show the first code where there was no problem this code is without interval
JS code without interval:
...ANSWER
Answered 2021-Nov-05 at 22:58some guy answered as a comment that i should clear the inteval on each key pressed. i don't know why i haven't thought about that
the answer :
QUESTION
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 15:46After 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.
QUESTION
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:
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 08:30You 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.
QUESTION
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 07:55The 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().
QUESTION
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 12:56In 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.
QUESTION
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 16:00The 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.
QUESTION
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 00:50I 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:
QUESTION
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 22:03Add a method that can find all field with a specific number
in the grid:
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