bomberpac/game/entities/pacman.fnl

24 lines
1.2 KiB
Plaintext
Raw Normal View History

(local util (require :lib.util))
(local dim (require :game.dim))
2021-02-07 21:56:19 +00:00
(local map (require :game.tilemap))
2021-02-07 21:56:19 +00:00
(local pacman (util.hot-table ...))
2021-02-07 21:56:19 +00:00
; Pacman movement and collision rules
; * Pacman moves in the direction he was told until stopped by a wall
; * If the player tells Pacman to change direction but there is a wall there,
; Pacman's direction does not change
; * Turning a corner is funky:
; https://www.gamasutra.com/view/feature/132330/the_pacman_dossier.php?page=4
; "Whenever Pac-Man makes a pre-turn or post-turn, his orientation changes, and he starts to
; move one pixel in his new direction for every pixel traveled in his old direction, effectively
; doubling his speed as he moves at a 45 degree angle. Once he reaches the centerline of the new
; direction's path, he starts moving purely in that direction and his speed returns to normal."
; The simplest way to implement this appears to be to treat turns as having a "fudge factor" -
; Pacman enters a state where he changes direction _and_ is being pulled towards the center of
; the track. (The "post-turn" correction means we can't simply treat this as the corners having
; their edges filed off!)
; I think Bomberman actually does this too
pacman.hot