LZ: RE: Pacman Map
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LZ: RE: Pacman Map
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Subject: LZ: RE: Pacman Map
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From: Frank <Jblaze77@msn.com>
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Date: Wed, 16 Oct 96 19:32:31 UT
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In-Reply-To: <>
i really cant understand what you are doing... but i am probably gonna make my
own version of PacMan ... because to copy everything exactly is kinda hard
especially since i dont have a real copy of pacman to look at!
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From: owner-list-zshell@lists.ticalc.org on behalf of A.K.A. TheWiz
Sent: Wednesday, October 16, 1996 12:10 PM
To: list-zshell@lists.ticalc.org
Cc: list-zshell@lists.ticalc.org
Subject: 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. *
***********************************/