SFML is required to compile
I had made Pacman for my final and the collisions only sort of worked. I felt like I needed to redo it. It is very different than the original, but I fixed the collisions in 5 minutes.
- Use WASD or the arrow keys to change directions. For shared mode WASD controls player 1 and the arrow keys control player 2.
- Use numbers 1 - 9 to change the lighting scale (I can't tell the difference past 7).
- Pacman has a light and cannot see the ghosts until they are close.
- The yellow bar at the top shows the remaining dots, because the dots are hard to find when you can't see the whole map.
- Portals glow faintly, and light up at full brightness when all dots are eaten.
- The powerups provide invincibility for 5 seconds and Pacman moves at 10 speed.
- After all of the dots have been eaten, Pacman still needs to go through a portal to get to the next level.
- When a ghost catches Pacman, Pacman becomes invincible for 3 seconds and all ghosts move at 1 speed. Only the ghost returns to its starting position.
- When a ghost is targeting Pacman, the view will fade into red.
- Bonus points are awarded for not being seen by the ghosts.
- All speeds and timings stay the same as more levels are completed. Only the map changes. The original pacman map is first, then a random map is chosen. After all maps have been beaten or a map fails to load, the error map is created.
- The ghosts only come in two types, Chasers and Signalers (Maybe more types later).