Pacman
Nobody has claimed this yet.
Assessment
- Difficulty
- 5/5
- Estimated time
- Over a week
- Newbie friendliness
- 20/100
Research direction
Start by reviewing the repository structure and existing game architecture, then use the Pacman requirements in this issue as the checklist. Done means the map, movement, ghosts, power-ups, scoring, win flow, and visual movement behavior described here are implemented and working together.
Written by the indexing model from the issue text.
Description
- The game area has a specific size. Going through one side of the area makes the player appear on the
opposite side. All cells that are not walls may be walked through and contain “pacgums”. - In the middle of the map is a small 5-cell-wide and 4-cell-high area that contains ghosts.
- Ghosts can get out of their box 10 seconds after the game starts.
- Pacman starts the game right under the ghosts.
- Some special, larger “pacgums” let Pacman eat ghosts. This effect lasts 10 seconds. During this period,
ghosts become blue and flee Pacman instead of hunting him. Their movement speed is slower during
this time. There are only 4 “pacgums” of this kind on the map. - When Pacman eats a ghost, only its eyes remain. These eyes quickly go back to the ghost box, where
the ghost is healed after a short period of time. - The player wins when Pacman eats all the “pacgums”. A new map is loaded after that, or the current
one is reloaded and movement is accelerated. - On screen, Pacman and ghosts must not move cell by cell, but sm
- Dominant language
- C++
- Stars
- 1
- Forks
- 0
- PR merge metrics
- No merged PRs in 30d
Getting set up
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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