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- // Initialize the Pac-Man character's position and velocity
- let x = 50;
- let y = 50;
- let vx = 0;
- let vy = 0;
- // Set up the game loop
- function gameLoop() {
- // Update the Pac-Man character's velocity based on the device's orientation
- vx += acceleration.x;
- vy += acceleration.y;
- // Update the Pac-Man character's position based on its velocity
- x += vx;
- y += vy;
- // Check for collisions with walls
- if (x < 0 || x > gameBoardWidth || y < 0 || y > gameBoardHeight) {
- // Reverse the direction of the velocity to bounce off the wall
- vx = -vx;
- vy = -vy;
- }
- // Check for collisions with obstacles
- for (let i = 0; i < obstacles.length; i++) {
- const obstacle = obstacles[i];
- if (x + characterWidth > obstacle.x && x < obstacle.x + obstacleWidth &&
- y + characterHeight > obstacle.y && y < obstacle.y + obstacleHeight) {
- // Reverse the direction of the velocity to bounce off the obstacle
- vx = -vx;
- vy = -vy;
- }
- }
- // Check for collisions with power pellets
- for (let i = 0; i < powerPellets.length; i++) {
- const powerPellet = powerPellets[i];
- if (x + characterWidth > powerPellet.x && x < powerPellet.x + powerPelletWidth &&
- y + characterHeight > powerPellet.y && y < powerPellet.y + powerPelletHeight) {
- // Increase the score and remove the power pellet
- score += powerPellet.points;
- powerPellets.splice(i, 1);
- }
- }
- // Check for collisions with ghosts
- for (let i = 0; i < ghosts.length; i++) {
- const ghost = ghosts[i];
- if (x + characterWidth > ghost.x && x < ghost.x + ghostWidth &&
- y + characterHeight > ghost.y && y < ghost.y + ghostHeight) {
- // Decrease the lives and reset the Pac-Man character's position
- lives--;
- x = startingX;
- y = startingY;
- }
- }
- // Redraw the game board with the Pac-Man character at its new position
- drawGameBoard();
- }
- // Set up the DeviceOrientation event listener to detect changes in the device's orientation
- window.addEventListener('deviceorientation', (event) => {
- // Update the acceleration based on the device's alpha, beta, and gamma values
- acceleration.x = event.alpha;
- acceleration.y = event.beta;
- });
- // Start the game loop
- setInterval(gameLoop, 1000 / 60); // 60 FPS
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