Lots of new features

See release for more info
This commit is contained in:
Tyler
2025-04-29 16:38:33 -10:00
committed by GitHub
parent 265dff3329
commit 6ad2b65aba
20 changed files with 2034 additions and 442 deletions
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// pacman.js
export function setupGame() {
console.log('[PacMan] Game module loaded.');
window.startPacman = startPacman;
window.exitGame = exitGame;
}
// ====== Game Constants & State ======
let canvas, ctx, pacman, enemy, walls, dots, score;
let pacmanSpeed = 40,
enemySpeed = 20,
cellSize = 40,
dotSize = 5,
cols, rows, randSeed, gameInterval;
// ====== Game Initialization ======
export function startPacman() {
canvas = document.getElementById("pacmanCanvas");
ctx = canvas.getContext("2d");
cols = Math.floor(canvas.width / cellSize);
rows = Math.floor(canvas.height / cellSize);
walls = [];
dots = [];
score = 0;
clearInterval(gameInterval);
const seedSource = document.getElementById("password")?.value || "pacman";
randSeed = [...seedSource].reduce((s, c) => s + c.charCodeAt(0), 0);
generateWalls();
generateDots();
pacman = spawn();
do { enemy = spawn(); } while (enemy.x === pacman.x && enemy.y === pacman.y);
pacman.dx = pacman.dy = 0;
document.addEventListener("keydown", movePacman);
gameInterval = setInterval(gameLoop, 150);
}
export function stopPacman() {
clearInterval(gameInterval);
if (ctx) ctx.clearRect(0, 0, canvas.width, canvas.height);
}
export function resetGame() {
stopPacman();
startPacman();
}
export function exitGame() {
stopPacman();
document.getElementById("input-text").value = "";
document.getElementById("pacman-section").style.display = "none";
document.getElementById("encoding-section").style.display = "block";
}
// ====== Game Setup Helpers ======
function spawn() {
const options = [];
for (let c = 1; c < cols - 1; c++) {
for (let r = 1; r < rows - 1; r++) {
if (!walls.some(w => w.c === c && w.r === r)) {
const neighbors = [
{ c: c + 1, r }, { c: c - 1, r },
{ c, r: r + 1 }, { c, r: r - 1 }
];
if (neighbors.some(n => !walls.some(w => w.c === n.c && w.r === n.r))) {
options.push({ c, r });
}
}
}
}
const s = options[Math.floor(rand() * options.length)];
return {
x: s.c * cellSize + cellSize / 2,
y: s.r * cellSize + cellSize / 2,
size: cellSize / 2 - 5,
dx: 0,
dy: 0
};
}
function rand() {
const x = Math.sin(randSeed++) * 10000;
return x - Math.floor(x);
}
function generateWalls() {
for (let c = 0; c < cols; c++) {
for (let r = 0; r < rows; r++) {
if (c === 0 || r === 0 || c === cols - 1 || r === rows - 1 || rand() < 0.2) {
walls.push({ c, r });
}
}
}
}
function generateDots() {
dots = [];
for (let c = 1; c < cols - 1; c++) {
for (let r = 1; r < rows - 1; r++) {
if (walls.some(w => w.c === c && w.r === r)) continue;
const isEnclosed =
walls.some(w => w.c === c + 1 && w.r === r) &&
walls.some(w => w.c === c - 1 && w.r === r) &&
walls.some(w => w.c === c && w.r === r + 1) &&
walls.some(w => w.c === c && w.r === r - 1);
if (!isEnclosed) dots.push({ c, r });
}
}
}
// ====== Game Loop & Drawing ======
function gameLoop() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawWalls();
moveChar(pacman);
moveEnemy();
drawChar(pacman, "yellow");
drawChar(enemy, "red");
eatDots();
drawScore();
checkGameOver();
}
function drawWalls() {
ctx.fillStyle = "blue";
walls.forEach(w => {
ctx.fillRect(w.c * cellSize, w.r * cellSize, cellSize, cellSize);
});
}
function drawChar(ch, color) {
ctx.beginPath();
ctx.arc(ch.x, ch.y, ch.size, 0, Math.PI * 2);
ctx.fillStyle = color;
ctx.fill();
}
function drawScore() {
ctx.fillStyle = "white";
ctx.font = "20px Poppins";
ctx.fillText("Score: " + score, 10, 25);
}
function checkGameOver() {
if (
Math.abs(pacman.x - enemy.x) < pacman.size &&
Math.abs(pacman.y - enemy.y) < pacman.size
) {
ctx.fillStyle = "#00ff99";
ctx.font = "40px Poppins";
ctx.textAlign = "center";
ctx.fillText("Game Over!", canvas.width / 2, canvas.height / 2);
clearInterval(gameInterval);
}
}
// ====== Movement Logic ======
function movePacman(e) {
const k = e.key;
if (!["ArrowUp", "ArrowDown", "ArrowLeft", "ArrowRight"].includes(k)) return;
e.preventDefault();
if (k === "ArrowUp") { pacman.dx = 0; pacman.dy = -pacmanSpeed; }
if (k === "ArrowDown") { pacman.dx = 0; pacman.dy = pacmanSpeed; }
if (k === "ArrowLeft") { pacman.dx = -pacmanSpeed; pacman.dy = 0; }
if (k === "ArrowRight") { pacman.dx = pacmanSpeed; pacman.dy = 0; }
}
function moveChar(ch) {
const nx = ch.x + ch.dx;
const ny = ch.y + ch.dy;
if (!willCollide(nx, ny, ch.size)) {
ch.x = nx;
ch.y = ny;
}
}
function moveEnemy() {
const options = [];
const moves = [[enemySpeed, 0], [-enemySpeed, 0], [0, enemySpeed], [0, -enemySpeed]];
moves.forEach(([dx, dy]) => {
const nx = enemy.x + dx;
const ny = enemy.y + dy;
if (!willCollide(nx, ny, enemy.size)) options.push({ dx, dy });
});
if (!options.length) return;
let best = options[0];
let bestDist = dist(enemy.x + best.dx, enemy.y + best.dy, pacman.x, pacman.y);
for (const opt of options) {
const d = dist(enemy.x + opt.dx, enemy.y + opt.dy, pacman.x, pacman.y);
if (d < bestDist) {
best = opt;
bestDist = d;
}
}
enemy.x += best.dx;
enemy.y += best.dy;
}
function dist(x1, y1, x2, y2) {
return Math.abs(x1 - x2) + Math.abs(y1 - y2);
}
function willCollide(x, y, size) {
const left = x - size, right = x + size;
const top = y - size, bottom = y + size;
return walls.some(w => {
const wx1 = w.c * cellSize, wy1 = w.r * cellSize;
const wx2 = wx1 + cellSize, wy2 = wy1 + cellSize;
return right > wx1 && left < wx2 && bottom > wy1 && top < wy2;
});
}
function eatDots() {
const chompSound = document.getElementById("chomp-sound");
dots = dots.filter(d => {
const dx = d.c * cellSize + cellSize / 2;
const dy = d.r * cellSize + cellSize / 2;
if (Math.abs(pacman.x - dx) < pacman.size && Math.abs(pacman.y - dy) < pacman.size) {
score++;
if (chompSound) {
chompSound.currentTime = 0;
chompSound.volume = 0.4;
chompSound.play();
}
return false;
}
return true;
});
ctx.fillStyle = "white";
dots.forEach(d => {
ctx.beginPath();
ctx.arc(d.c * cellSize + cellSize / 2, d.r * cellSize + cellSize / 2, dotSize, 0, Math.PI * 2);
ctx.fill();
});
}
window.resetGame = resetGame;
window.exitGame = exitGame;