LZ: Pacman Map


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LZ: Pacman Map



  Note:  Re how to make the ghosts behave differently while in the box:  
use different code, of course.


  I've mapped out the complete pacman screen (Hey, it got me out of
programming class - while a friend "kept the game from ending" ;)
  It's a 21*27 grid, 21 being horizontal and 27 vertical.


  Here it is.


  *s are walls.  There are actually 18 different types of walls - 2 
straight pieces (1 across, 1 up/down), 4 corners, 4 T-corners, and four 
wall-endings.  However, it's hard to draw...
  .s are dots.
  os are power dots (they blink about once a second).
  Spaces, are, of course, spaces.
  The letters R, B, P, and O denote the starting positions of the Red, 
Blue, Pink, and Orange ghosts, respectively (I forget their names but 
they do have different behaviors, which I haven't looked into - I'll get 
back to it).
  & is where the fruits appear ("GAME OVER"  also appears here; the 
ampersand is where the space is.  I haven't looked into the alignment of 
the other informational messages.)  
  P is where Pac Man starts.  (The game is "PacMan", the character is 
"Pac Man".  Although I'll have to check.)  Pac Man is initially a solid 
circle, with no mouth at all; when it appears, it is on the left.


  Note: hopefully this looks better on a machine where the characters are 
as wide as they are tall!  Oh, well.  Maybye I'll do a graphical 
version.  Maybye not.


  *********************
  *.........*.........*
  *.***.***.*.***.***.*
  *o* *.* *.*.* *.* *o*
  *.***.***.*.***.***.*
  *...................*
  *.***.*.*****.*.***.*
  *.***.*.*****.*.***.*
  *.....*...*...*.....*
  *****.*** * ***.*****
      *.*   R   *.*   
      *.* ** ** *.*   
   ****.* * P * *.****
       .  *B O*  .     
   ****.* ***** *.****
      *.*   &   *.*    
  *****.* ***** *.*****
  *.........*.........*
  *.***.***.*.***.***.*
  *o..*.....P.....*..o*
  ***.*.*.*****.*.*.***  Note:  This is not a typo.  There are two lines
  ***.*.*.*****.*.*.***  here.  The corners face in opposite directions.
  *.....*...*...*.....*
  *.*******.*.*******.*
  *...................*
  *********************


  This is the ONLY map for the original Pac-Man.  Mrs. Pac-Man has 
multiple maps, but is taller and probably wouldn't fit on the screen.  
Actually - 63*128 pixels.  27 blocks high.  If we have blocks 2 pixels 
wide, it barely fits.  I'd suggest 8-pixel blocks, but have a scrolling 
screen (this is what is done on the gameboy, and it's fairly playable).


  Note:  Pac-Man and the ghosts actually take up 1 "block" plus a little 
extra space in the adjacent blocks.  So:


      Not this...             ....this.
   +-----+-----+-----+     +-----+-----+-----+
   | * * |     | * * |     | * * |     | * * |
   | * * |     | * * |     | * * |     | * * |
   | * * |     | * * |     | * * | @@@ | * * |
   +-----+-----+-----+     +-----+-----+-----+
   | * * | @@@ | * * |     | * *@|@@@@@|@* * |
   | * * |@@@@@| * * |     | * *@|@@@@@|@* * |
   | * * | @@@ | * * |     | * *@|@@@@@|@* * |
   +-----+-----+-----+     +-----+-----+-----+
   | * * |     | * * |     | * * | @@@ | * * |
   | * * |     | * * |     | * * |     | * * |
   | * * |     | * * |     | * * |     | * * |
   +-----+-----+-----+     +-----+-----+-----+


  (The *s are walls and the @s are pacman...)




  Hope this helps!  
                     /***********************************
                     *           Daniel Knapp           *
                     *       FeatherWate Software       *
                     *     email: dankna@bergen.org     *
                     *                                  *
                     *      Whose account this is,      *
                     *         I think I know.          *
                     * The sysop is in Berkely, though. *
                     * She will not see me typing here, *
                     *        To watch this Mac         *
                     *          Refuse to go.           *
                     ***********************************/


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