1 decade ago
by Jerczu
Just written it today (Sat)...
install in chrome
or
play on Facebook
let me know about bugs.
1 decade ago
by Jerczu
It was more an excercise on A* pathfinder plugin rather than fully fledged game.
Cool that you could do that in one day
I need to work with A* pathfinding myself. It does seem to be running a bit slow. Is that by design or is it struggling with FPS?
1 decade ago
by Jerczu
Hmmm... I debugged it and it runs at 60 fps it could be the speeds I assigned the ghosts and the player. Other than that it has no problem.
The a* I do the pathfinder once and then run the movetowardstarget and remove nodes from the path list once it reaches last the A* run again. Its like get to the last known player position.
I used A* pathfinder plugin (the 2nd version) from the Code forum section. But it has a bug that prevents finding the right path so I commented out the problematic elements and posted the solution with moveTowardsTarget() function as an example.
You can find it
here
1 decade ago
by Jerczu
@stahlmanDesign - well it was around 12hrs of coding, painting the anims and around 3hrs for debugging today so 15hrs all together to polish it up.
(the collision resolving between player and collision map is a bit off by standard so I had to write help so the player always gets into the tunnel and not get stuck on the corner)
BTW: this is the helper code for the player entity
handleMovementTrace: function( res ) {
this.parent( res );
if( res.collision.x && ig.input.state('right') ) {
if( !ig.game.collisionMap.getTile(this.pos.x+this.size.x+1 ,this.pos.y-1 )) {
this.pos.y -=1;
}
if( !ig.game.collisionMap.getTile(this.pos.x+this.size.x+1 ,this.pos.y+this.size.y+1 )) {
this.pos.y +=1;
}
}
if( res.collision.x && ig.input.state('left') ) {
if( !ig.game.collisionMap.getTile(this.pos.x-1 ,this.pos.y-1 )) {
this.pos.y -=1;
}
if( !ig.game.collisionMap.getTile(this.pos.x-1 ,this.pos.y+this.size.y+1 )) {
this.pos.y +=1;
}
}
if( res.collision.y && ig.input.state('down') ) {
if( !ig.game.collisionMap.getTile(this.pos.x-1 ,this.pos.y+this.size.y+1 )) {
this.pos.x -=1;
}
if( !ig.game.collisionMap.getTile(this.pos.x+this.size.x+1 ,this.pos.y+this.size.y+1 )) {
this.pos.x +=1;
}
}
if( res.collision.y && ig.input.state('up') ) {
if( !ig.game.collisionMap.getTile(this.pos.x-1 ,this.pos.y-1 )) {
this.pos.x -=1;
}
if( !ig.game.collisionMap.getTile(this.pos.x+this.size.x+1 ,this.pos.y-1 )) {
this.pos.x +=1;
}
}
},
What browser are you testing with? It's horribly slow in Chrome. The others seem to do much better with it (tested in: Chrome15, Safari5, FF6, IE9)
1 decade ago
by Jerczu
Yep in all of them and it runs smoothly for me but I run on I7 Quad processor so everything runs smooth but I will check it out on my netbook in a sec.
I ran it on my netbook mate - no issues at all - I have no idea what problems you are talking of but if it runs smooth on Atom processor it should run fine on any pc.
runs fine on Chrome 14, MacOSX
1 decade ago
by Jerczu
@fugufish - yeah I ran it in FF and Chrome on a netbook and it runs smooth - it must be an issue with his Chrome or hardware he runs on -
@Graphikos - there must be some other reason for it maybe its a virus or spyware.
Heh.. well... I'm pretty sure my machine isn't bogged down any... a Quad-core and GTS450 aught to be more than enough to handle it. My own draw intensive project is still running smoothly around 60fps.
Very odd.
I'm running Chrome 15.0.874.24 beta-m. Can anyone else test it on this release?
1 decade ago
by Jerczu
Maybe its the Chrome 15 that is buggered - its still in beta so I personally would not care about it much at this point.
1 decade ago
by emati
Its slow as hell in chrome 15.0.874.24 beta-m. Its looks like front page is smooth but after i press enter i get ~5 FPS. In FF it runs smoothly.
But like u said its still beta.
And i'd like to say its nice pacman clone but one thing which i saw in first look that there is no grid on which ghosts and packman should be on. I mean in original packman when u clicked to the left pacman have been moved exactly the same lenght every time u moved.
I know this is smallest thing ever you probably could find but its would looks like a real pacman ^^ and you could feel that.
1 decade ago
by Jerczu
Quote from emati
there is no grid on which ghosts and packman should be on. I mean in original packman when u clicked to the left pacman have been moved exactly the same lenght every time u moved.
I am afraid you confused me and I don't understand what you are talking about.
1 decade ago
by emati
Sorry, i'am not good in english.
I have a strange feeling when i play, becouse of walls which are bad placed in some places, or the grid is bad. Becouse some places there is 1px free space in both sides of pacman and other there is no free space.
But like i said its probably smallest thing you could care i guess.
1 decade ago
by Jerczu
Quote from emati
Sorry, i'am not good in english.
I have a strange feeling when i play, becouse of walls which are bad placed in some places, or the grid is bad. Becouse some places there is 1px free space in both sides of pacman and other there is no free space.
But like i said its probably smallest thing you could care i guess.
That's the problem with the collision resolving in Impact If I set pacman size to 8 px it wont enter the grid. Therefore I had to reduce the collision box so you can enter the grid from any side. The grid is 8px per block and pacman is 7 atm when I gave it 8 it simply didn't enter the grid.
1 decade ago
by Jerczu
Quote from emati
Sorry, i'am not good in english.
I have a strange feeling when i play, becouse of walls which are bad placed in some places, or the grid is bad. Becouse some places there is 1px free space in both sides of pacman and other there is no free space.
But like i said its probably smallest thing you could care i guess.
Issue now fixed thanks to the snippet from pointofimpactjs.com
I found the game to work fine in FF5 and IE9 W7SP1.
I usually play online, but I like your version.
I play this pacman game:
http://www.thepcmanwebsite.com/media/pacman_flash/
That would be great if it was similar to the original map and character behavior.
Thanks for the hard work!!
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