diff --git a/BUILD.md b/BUILD.md deleted file mode 100644 index 3c41bd0..0000000 --- a/BUILD.md +++ /dev/null @@ -1,7 +0,0 @@ -# Building Pac-Man - -## GitHub Actions Workflow - -1. Build workflow produces executables & WASM files for all platforms -2. Uploaded as artifacts -3. Deployment workflow downloads artifacts and uploads to GitHub Pages \ No newline at end of file diff --git a/IMPLEMENTATION.md b/IMPLEMENTATION.md deleted file mode 100644 index 7c58006..0000000 --- a/IMPLEMENTATION.md +++ /dev/null @@ -1,35 +0,0 @@ -# Implementation - -A document detailing the implementation the project from rendering, to game logic, to build systems. - -## Rendering - -1. Map - - May require procedural text generation later on (cacheable?) -2. Pacman -3. Ghosts - - Requires colors -4. Items -5. Interface - - Requires fonts - -## Grid System - -1. How does the grid system work? - -The grid is 28 x 36 (although, the map texture is 28 x 37), and each cell is 24x24 (pixels). -Many of the walls in the map texture only occupy a portion of the cell, so some items are able to render across multiple cells. -24x24 assets include pellets, the energizer, and the map itself () - -2. What constraints must be enforced on Ghosts and PacMan? - -3. How do movement transitions work? - -All entities store a precise position, and a direction. This position is only used for animation, rendering, and collision purposes. Otherwise, a separate 'cell position' (which is 24 times less precise, owing to the fact that it is based on the entity's position within the grid). - -When an entity is transitioning between cells, movement directions are acknowledged, but won't take effect until the next cell has been entered completely. - -4. Between transitions, how does collision detection work? - -It appears the original implementation used cell-level detection. -I worry this may be prone to division errors. Make sure to use rounding (50% >=). \ No newline at end of file