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