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Spider-Man
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Posted: Wed Jan 23, 2008 5:42 pm Post subject: pacing-man (also known more commonly as pacman) |
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ok this is my pacman game i was rather impressed with my work because im so cool and awesome
please pass this around
i hope it will eventually reach asia and get me laid Cool Surprised Surprised
i would like to thank my parents for all their support and admiration during the writing of this code
i would like to thank my friend donnie douche for all of his love and support and sausage
Description: |
the one and only pacing-man |
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pacman.zip |
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27.35 KB |
Downloaded: |
323 Time(s) |
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Sponsor Sponsor
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yusong
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Posted: Thu Jan 24, 2008 8:13 pm Post subject: RE:pacing-man (also known more commonly as pacman) |
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Don't you think that PacMan moves a little bit too slow?
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fishtastic
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Posted: Fri Jan 25, 2008 7:58 pm Post subject: RE:pacing-man (also known more commonly as pacman) |
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using WhatDotColor" is a very clever/cheap way to check wall position. nice thinking!
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Spider-Man
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Posted: Sat Jan 26, 2008 6:59 pm Post subject: Re: pacing-man (also known more commonly as pacman) |
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if you want to speed up the game increase the variable called pacSpeed and if your not checking colors how else would you make collision detection?
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Mackie
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Posted: Sat Jan 26, 2008 7:07 pm Post subject: Re: pacing-man (also known more commonly as pacman) |
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Well Just say you have a dot (100, 100). You want it to stop on the left side or when ever the X is 0. So in a simple example:
code: | if dotX > 0 and Key(KEY_LEFT_ARROW) then
dotX -= 1
end if
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Most collision is a variation/more complicated version of that method. That's how I started out, I learned about whatdotcolor collision later on. I tried it, and I honestly didn't have fun with it.
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Spider-Man
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Posted: Sun Jan 27, 2008 12:46 pm Post subject: Re: pacing-man (also known more commonly as pacman) |
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well ya you could do that but then you would have to do that so many times
its much easier to just check the colors
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Mackie
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Posted: Sun Jan 27, 2008 1:07 pm Post subject: Re: pacing-man (also known more commonly as pacman) |
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I completely agree that it's easier to check for colors. Though there is just more potential in conventional collision check. If you were to do it in a class, and have a collision check record, it wouldn't be that difficult. Or even that much more code. Just keep your mind open. Just imagine a color collision check in a game like Half-Life 2. >.>
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Spider-Man
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Posted: Mon Jan 28, 2008 6:50 am Post subject: Re: pacing-man (also known more commonly as pacman) |
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the thing is i kinda dont know what any of that stuff you mentioned actually is
im kind of a noob and so the most complex thing i know is flexible arrays
class's are out of the question
if you want to post an example or something that would be cool
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Clayton
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Posted: Mon Jan 28, 2008 8:10 am Post subject: RE:pacing-man (also known more commonly as pacman) |
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Why are classes out of the question? Are you afraid to read the tutorials and learn?
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Spider-Man
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Posted: Mon Jan 28, 2008 10:16 pm Post subject: Re: pacing-man (also known more commonly as pacman) |
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i could have looked at a tutorial but i don't see how they could help in this situation
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ericfourfour
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Posted: Mon Jan 28, 2008 10:34 pm Post subject: RE:pacing-man (also known more commonly as pacman) |
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OO makes it easier to program, increases readability and modularity. It decreases the amount of lines and, overall, the amount of time to program.
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fishtastic
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Posted: Mon Jan 28, 2008 10:56 pm Post subject: Re: RE:pacing-man (also known more commonly as pacman) |
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Spider-Man @ Sat Jan 26, 2008 5:59 pm wrote: if you want to speed up the game increase the variable called pacSpeed and if your not checking colors how else would you make collision detection?
what if you have more than one wall colour?
ericfourfour @ Mon Jan 28, 2008 9:34 pm wrote: It decreases the amount of lines and, overall, the amount of time to program.
I dont think using classes will make program shorter and will take lesser time to program. To me, OO increases the flexibility of the program so you can modify and re use it easily.
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ericfourfour
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Posted: Mon Jan 28, 2008 11:20 pm Post subject: RE:pacing-man (also known more commonly as pacman) |
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It really depends on a situation fishtastic. When dealing with a game (maybe not as small as pacman), it is faster to move to object orientiation. However, in Turing's case, that might not even be true. There just isn't that much support for OO. It has the basics, but that's it.
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