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An OOP implementation of Pacman in Excel
Hey, very out of the blue: I really like your project, it seems big but not huge, really clean so far, fun concept. I was wondering if there's any way I could could contribute or help out?
I've never done the MVP pattern before but I want to, and I've been trying recently to get to grips with source control, but it seems too easy when you're the only one working on a project! Take a look at my github or Code Review to get an idea of stuff I've done - I'd say my recent post on asynchronous timers is most representative of my style (incidentally, I do think you should take a look at implementing an asynchronous game loop, get rid of that nasty DoEvents stuff in the Tick
function. Especially if you want to add flashing animations and stuff;)
Anyway, lmk if you'd be at all interested in this, I know it's out of the blue and you are probably doing this project to learn some techniques yourself, so possibly you don't want anyone else looking at it, I'd understand:) But personally I see an opportunity to work on an interesting project like this one and also get some experience with github perhaps, so if there are any bits and pieces I could work on then I'd love to help out!
Greedo
We need to implement a way for game pieces to interact with pacman when they share the same tile as their IGamePiece.CurrentTile
Off the top of my head:
Lets explore using @Greedquest 's async timers framework.
So this is in a very messy state right now. A map is simply a 2D Array of Tiles. The idea here was to mimic the Excel.Range.Value array, where you can access tiles from the map like Map(row,column)
. I have a module called MapManager
acting as a global static class that the controller and models can all call on. I'm thinking this should maybe just become a class though.
For now, I've encoded the maze as a series of characters in a .pmap file that can be easily read and converted into a 2D array of Tiles. One icky issue with my encoding is that it is technically not quite to-scale with the original pacman game. I have put a spacer tile between each pellet on the map, which effectively means that my tiles are equal to ~1.6 original pacman tiles. The problem I have with this is that the map string representation can't really be used for every view implementation. Ideally, we would have a correctly scaled map encoding, and the excel view, if we want to keep the way it looks now, would have to have some sort of scaling logic.
Ghosts have three navigation behaviors during a game:
[More details] (https://gameinternals.com/understanding-pac-man-ghost-behavior)
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