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We can test each of the directions of the joystick at the same time as the keyboard and then set the player angle so that it points in the correct direction for movement and also how much it needs to move.
See figure2. Now we have our input function set up, we can call it from the update function. Because this function is in a different module, we need to prefix it with the module name. In the update function we write gameinput. After this function has been called, if there has been any input, we should have some variables set in the player actor that we can use to move.
We can say if player. The way we have the code at the moment means that any time there is some input, we fire off a new animation. This will soon mean that layers of animation get called over the top of each other, but what we want is for the animation to run and then start looking for new input.
To do this we need an input locking system. We can call an input lock function before the move and then wait for the animation to finish before unlocking to look for more input. Look at figure3. Now that we have our Pac-Man happily munching dots, we must introduce our villains to the mix. In the original game, the ghosts had names; in the English version they were known as Blinky, Pinky, Inky, and Clyde.
They roam the maze looking for Pac-Man, starting from an enclosure in the centre of the map. We can initialise each ghost as an actor to appear at the centre of the maze and keep them in a list called ghosts[]. The way we can do this is to set a random direction ghosts[g]. Other Math. Place Value. Word Problems. All 'Science'. Earth Sciences. General Science. Physical Science. Social Studies - History. All 'Social Studies - History'. Canadian History.
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