I took the Pacman template and adjusted the player controls, so it worked more like the ghost movement.
It looks and feels really great in its continuous motion forward for the player. But as soon I want to make a 180, I am confined to the grid movement, and the control over Pacman feels less great.
Does anyone of you have some better ideas of a solid Pacman control?
Here is the link to my Pacman file. Have a look. :)
To me, Pacman movement would be bullet movement with queued inputs that gets applied at intersections.
If you're using the grid movement behavior, naturally you'll be restricted to grid steps.
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I am using the bullet movement and a timer on Pacman. The intersections are stored in an array. I would appreciate it if you could have a look at the link I posted. :)
https://drive.google.com/file/d/1VAPUNjNWNGBXIlFLrt0iLnybRnhylBbt/view?usp=sharing does this work for you?
Well, this is kind of the opposite of my build. The quick 180 is good, but it has a lot of input misses when navigating forward. But I have an idea what I might be able to do.
Yea, you are right! Idk how I missed it yesterday, the way I'm doing the input queue is really flawed :/
Here's my attempt at it. The arrow keys change that angle you'd like to turn. It then tries to turn at grid locations, otherwise it keeps moving forward. It also lets you turn 180 at any moment. Seems to give a pleasing result to me.
Another refinement of the idea. The previous capx would give slight pauses at grid positions. Now it should be smooth over grid locations.