PacMan's Movement
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Draconis
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Posted: Sat May 30, 2009 11:47 am Post subject: PacMan's Movement |
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What is it you are trying to achieve?
I am trying to make the Pacman to move when I press the key without having to hold it down. And I am also trying to get the Pacman to stop moving when it reaches the top wall. I am going to add the other walls after I get this one to work.
What is the problem you are having?
I have to press and hold the button for the Pacman to move. And the Pacman continues moving even when it hits the blue wall. I am not exactly sure about how I am going to add the other walls.
Describe what you have tried to solve this problem
I've tried looping it, but then the program grows unresponsive and slow, causing the Pacman to react slowly, and because this game is Pacman, it is very important that it reacts as soon as possible.
Post any relevant code (You may choose to attach the file instead of posting the code if it is too long)
I've attached the turing file. If you're having trouble opening the file, try saving it first. Thanks! =]
Turing: |
<Add your code here>
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Please specify what version of Turing you are using
Turing for Windows
Version 4.0.3
Description: |
This is my summative assignment for grade 9. |
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Download |
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PacMan6.t |
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1.53 KB |
Downloaded: |
182 Time(s) |
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tjmoore1993
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Posted: Sat May 30, 2009 4:07 pm Post subject: RE:PacMan\'s Movement |
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You got to understand how Input.KeyDown works. When you defined the char it is basically defined as a boolean meaning "true" or "false".
When you press an arrow key it is returning true. What you want is the key returning a constant true value...
Doing this will require 4 separate variables
EX.
Turing: | var Left,Right,Up,Down : boolean := false
if chars (KEY_RIGHT_ARROW) then
Up := false
Down := false
Left := false
Right := true
end if
if Up = true then
y + = ??
end if
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I did not include all the variables and things necessary for a successful launch. Anyways, when you get the idea have a statement saying if one of the boolean types is true do an action.
Sorry for the lack of grammar used to compile this message but I am in a hurry.
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tjmoore1993
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Posted: Sat May 30, 2009 4:16 pm Post subject: RE:PacMan\'s Movement |
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To add, in order to achieve the stopping of pac man upon hitting of a wall, run a hittest so that when the pac man fellow hits blue it stops. There are many ways of doing this and it isn't that hard.
I wish I could help but giving full answers is not good.
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Draconis
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Posted: Sun May 31, 2009 8:47 am Post subject: Re: PacMan's Movement What.DotColor |
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Thanks for the help!
About the walls, I am thinking of using What.DotColor, is this the right approach to this problem? What I am finding difficult is that Pacman moves like this, x := x + 12, so when I say to stop at a specific pixel (blue), it ignores it and continues anyways... will I end up stating many pixels, or is there a way around that?
Thanks a lot for your help!
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andrew.
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Posted: Sun May 31, 2009 9:04 am Post subject: RE:PacMan\'s Movement |
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Don't use WhatDotColor. It's the worst thing you can use. Look through this for help.
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Draconis
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Posted: Tue Jun 02, 2009 4:07 pm Post subject: Re: PacMan's Movement |
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I'm not sure if it's just me, but I found collision detection kind of confusing. If any has any better ideas/ways for me to make the walls, that would be highly appreciated. =) Thank you.
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