breeds [ pellets bonuses pacman ghosts ] pacman-own [ new-heading ] turtles-own [ home-pos ] ghosts-own [ eaten? ] pellets-own [ powerup? ] bonuses-own [ bonus countdown ] patches-own [ pellet-grid? ] ;; true/false: is a pellet here initially? globals [ level ;; current level score ;; your score lives ;; remaining lives extra-lives ;; total number of extra lives you've won scared ;; time until ghosts aren't scared (0 means not scared) level-over? ;; true when a level is complete dead? ;; true when Pac-Man is loses a life next-bonus-in ;; time until next bonus is created tool which-ghost ;; variables needed to properly load levels 4 and above. difficulty ] ;;;;;;;;;;;;;;;;;;;;;;;; ;;; Setup Procedures ;;; ;;;;;;;;;;;;;;;;;;;;;;;; to new ;; Observer Button ca set level 1 load-map set score 0 set lives 3 set extra-lives 0 set scared 0 set level-over? false end to load-map ;; Observer Procedure ;; Filenames of Level Files let maps ["pacmap1.csv" "pacmap2.csv" "pacmap3.csv" "pacmap4.csv" "pacmap5.csv"] let current-score score let current-lives lives let current-extra-lives extra-lives let current-tezavnost tezavnost ifelse ((level - 1) < length maps) [ import-world item (level - 1) maps set score current-score set lives current-lives set extra-lives current-extra-lives set tezavnost current-tezavnost set dead? false ask pacman [ set home-pos list xcor ycor ] ask ghosts [ set home-pos list xcor ycor ] ] [ set level 1 load-map ] end ;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; Runtime Procedures ;;; ;;;;;;;;;;;;;;;;;;;;;;;;;; to play ;; Observer Forever Button ;; Only true at this point if you died and are trying to continue if dead? [ stop ] every (1 - tezavnost / 10) [ move-pacman ] every 0.25 [ update-bonuses ] if floor (score / 35000) > extra-lives [ set lives lives + 1 set extra-lives extra-lives + 1 ] if dead? [ ifelse lives = 0 [ user-message "Game Over!\nScore: " + score ] [ set lives lives - 1 ifelse lives = 0 [ user-message "You died!\nNo lives left." ] [ ifelse lives = 1 [ user-message "You died!\nOnly 1 life left." ] [ user-message "You died!\nOnly " + lives + " lives left." ] ] ask pacman [ setxy (item 0 home-pos) (item 1 home-pos) set heading 0 ] ask ghosts [ setxy (item 0 home-pos) (item 1 home-pos) set heading 0 set shape "ghost" ] set dead? false ] stop ] if level-over? [ user-message "Level Complete!\nScore: " + score ;; \n means start a new line no-display set level level + 1 load-map display set level-over? false stop ] every 1.6 * (1 - tezavnost / 10) [ move-ghosts ] every next-bonus-in [ create-bonus ] end to move-pacman ;; Observer Procedure no-display ask pacman [ ;; move forward unless blocked by wall let old-heading heading set heading new-heading if pcolor-of patch-ahead 1 != black [ set heading old-heading ] if pcolor-of patch-ahead 1 = black [ fd 1 ] consume ;; Level ends when all pellets are eaten if not any? pellets [ set level-over? true ] ;; Animation ifelse shape = "pacman" [ set shape "pacman open" ] [ set shape "pacman" ] ] display end to consume ;; Pacman Procedure ;; Consume Bonuses if any? bonuses-here [ set score score + sum values-from bonuses-here [bonus] ask bonuses-here [ die ] ] ;; Consume Pellets if any? pellets-here [ ifelse powerup?-of one-of pellets-here [ set score score + 500 set scared 40 ask ghosts [ if not eaten? [ set shape "scared" ] ] ] [ set score score + 100 ] ask pellets-here [ die ] ] ;; Ghosts if any? ghosts-here with [not eaten?] [ ifelse scared = 0 [ set dead? true ] [ ask ghosts-here with [not eaten?] [ set eaten? true set shape "eyes" set score score + 500 ] ] ] end to update-bonuses ;; Observer Procedure ask bonuses [ set heading heading + 13 set countdown countdown - 1 if countdown = 0 [ die ] ] end to move-ghosts ;; Observer Procedure ask ghosts [ ifelse eaten? [ if pcolor-of patch-at 0 1 = gray [ set eaten? false set shape "ghost" ] return-home ] [ choose-heading ] fd 1 ] if scared > 0 [ set scared scared - 1 ifelse scared < 10 and scared mod 2 = 0 [ ask ghosts with [not eaten?] [ set shape "ghost" ] ] [ ask ghosts with [not eaten?] [ set shape "scared" ] ] if scared = 0 [ ask ghosts with [not eaten?] [ set shape "ghost" ] ] ] end to return-home ;; Ghosts Procedure let dirs clear-headings let new-dirs remove opposite heading dirs let home-dir 0 if pcolor != gray [ set home-dir towards-nowrap one-of patches with [pcolor = gray] ] let home-path 90 * round (home-dir / 90) if length new-dirs = 1 [ set heading item 0 new-dirs ] if length new-dirs > 1 [ ifelse position home-path new-dirs != false [ set heading home-path ] [ set heading random-one-of new-dirs ] ] end to choose-heading ;; Ghosts Procedure let dirs clear-headings let new-dirs remove opposite heading dirs let pacman-dir false if length dirs = 1 [ set heading item 0 dirs ] if length dirs = 2 [ ifelse see-pacman item 0 dirs [ set pacman-dir item 0 dirs ] [ ifelse see-pacman item 1 dirs [ set pacman-dir item 1 dirs ] [ set heading random-one-of new-dirs ] ] ] if length dirs = 3 [ ifelse see-pacman item 0 dirs [ set pacman-dir item 0 dirs ] [ ifelse see-pacman item 1 dirs [ set pacman-dir item 1 dirs ] [ ifelse see-pacman item 2 dirs [ set pacman-dir item 2 dirs ] [ set heading random-one-of new-dirs ] ] ] ] if length dirs = 4 [ ifelse see-pacman item 0 dirs [ set pacman-dir item 0 dirs ] [ ifelse see-pacman item 1 dirs [ set pacman-dir item 1 dirs ] [ ifelse see-pacman item 2 dirs [ set pacman-dir item 2 dirs ] [ ifelse see-pacman item 3 dirs [ set pacman-dir item 3 dirs ] [ set heading random-one-of new-dirs ] ] ] ] ] if pacman-dir != false [ ifelse scared = 0 [ set heading pacman-dir ] [ set dirs remove pacman-dir dirs set heading random-one-of dirs ] ] end to-report clear-headings ;; ghosts procedure let dirs [] if pcolor-of patch-at 0 1 != blue [ set dirs lput 0 dirs ] if pcolor-of patch-at 1 0 != blue [ set dirs lput 90 dirs ] if pcolor-of patch-at 0 -1 != blue [ set dirs lput 180 dirs ] if pcolor-of patch-at -1 0 != blue [ set dirs lput 270 dirs ] report dirs end to-report opposite [dir] ifelse dir < 180 [ report dir + 180 ] [ report dir - 180 ] end to-report see-pacman [dir] ;; ghosts procedure let saw-pacman? false let p patch-here while [pcolor-of p = black] [ ask p [ if any? pacman-here [ set saw-pacman? true ] set p patch-at sin dir cos dir ;; next patch in direction dir ] ;; stop looking if you loop around the whole screen if p = patch-here [ report saw-pacman? ] ] report saw-pacman? end to create-bonus ;; Observer Procedure ifelse next-bonus-in = 0 [ set next-bonus-in 10 ] [ let bonus-patch random-one-of patches with [pellet-grid? and not any? bonuses-here and not any? pellets-here] if bonus-patch != nobody [ ask bonus-patch [ sprout-bonuses 1 [ set shape "star" set heading 0 set color random 14 * 10 + 5 set bonus (random 10 + 1) * 100 set countdown random 200 + 50 ] ] set next-bonus-in 5 + random 10 ] ] end ;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; Interface Procedures ;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;; to move-up ask pacman [ set new-heading 0 ] end to move-right ask pacman [ set new-heading 90 ] end to move-down ask pacman [ set new-heading 180 ] end to move-left ask pacman [ set new-heading 270 ] end ; *** NetLogo Model Copyright Notice *** ; ; This model was created as part of the project: ; PARTICIPATORY SIMULATIONS: NETWORK-BASED DESIGN FOR SYSTEMS LEARNING IN ; CLASSROOMS. The project gratefully acknowledges the support of the ; National Science Foundation (REPP program) -- grant number REC #9814682. ; ; Copyright 2001 by Uri Wilensky. Updated 2002. All rights reserved. ; ; Permission to use, modify or redistribute this model is hereby granted, ; provided that both of the following requirements are followed: ; a) this copyright notice is included. ; b) this model will not be redistributed for profit without permission ; from Uri Wilensky. ; Contact Uri Wilensky for appropriate licenses for redistribution for ; profit. ; ; To refer to this model in academic publications, please use: ; Wilensky, U. (2001). NetLogo Pac-Man model. ; http://ccl.northwestern.edu/netlogo/models/Pac-Man. ; Center for Connected Learning and Computer-Based Modeling, ; Northwestern University, Evanston, IL. ; ; In other publications, please use: ; Copyright 1998 by Uri Wilensky. All rights reserved. See ; http://ccl.northwestern.edu/netlogo/models/Pac-Man ; for terms of use. ; ; *** End of NetLogo Model Copyright Notice *** @#$#@#$#@ GRAPHICS-WINDOW 243 10 694 482 10 10 21.0 1 10 1 1 1 0 1 1 1 CC-WINDOW 5 496 703 591 Command Center 0 MONITOR 11 41 121 90 Točke score 0 1 BUTTON 11 90 121 123 Nova igra new NIL 1 T OBSERVER T NIL BUTTON 121 90 231 123 Začetek play T 1 T OBSERVER T NIL BUTTON 88 180 168 213 Gor move-up NIL 1 T OBSERVER T NIL BUTTON 143 213 210 246 Desno move-right NIL 1 T OBSERVER T NIL BUTTON 88 213 151 246 Dol move-down NIL 1 T OBSERVER T NIL BUTTON 33 213 88 246 Levo move-left NIL 1 T OBSERVER T NIL MONITOR 121 41 176 90 Stopnja level 0 1 MONITOR 176 41 234 90 Življenje lives 0 1 SLIDER 11 123 231 156 tezavnost tezavnost 0 7 7 1 1 NIL @#$#@#$#@ KAJ JE TO? ----------- To je klasična igra Pac-Man. Igra vključuje usmerjanje Pac-Mana skozi labirint. Vaš objekt je Pac-Man, ki poje vse točke v labirintu, pri tem pa se izogibajte duhcev, ki vam vzamejo življenje. Pac-Man ima tri življenja, ko jih porabite je konec igre. Če pojeste katerega od rumenih krogcev v kotu, vam duhci nekaj sekund nič ne morejo. Postanejo namreč modre barve in takrat jih lahko, če se jih dotaknete, za nekaj časa onesposobite. Ko Pac-Man poje večjo piko, pošasti spremenijo barvo in jih lahko poje. Ko je duh enkrat pojeden, se vrne v njegovo bazo, kjer se še enkrat rodi in je Pac-Man zavarovan pred njim, dokler ne iztroši drugega duhca. Za Pac-Mana je boljše, če dela samo to, kajti na žalost, moč duhca se ne izgubi za vedno in že čez nekaj časa začne zopet delovati. Včasih pridejo v labirint osvetljene zvezde, katere dajo Pac-Macu dodatne točke, če jih le poje. Zvezde po določenem času izgineju, če tudi jih Pac-Man ne poje. KAKO DELUJE ------------- Števci: --TOČKE prikazuje, koliko točk imate dosedaj izbranih. Točke dobite za zbrane kroglice, pojedene duhce in zbrane bonuse. Ko presežete 35,000 točk, dobite dodatno življenje. --STOPNJA prikazuje na kateri stopnji ste trenutno. Vsaka stopnja ima drugačen zemljevid. Ko končate vse zemljevide, se boste postavili spet na prvi zemljevid in boste nadaljevali. --ŽIVLJENJE prikazuje koliko življenj vam je še preostalo. Če se dotaknete duhca in ima življenje vrednost 0, je konec igre. Drsniki -- TEZAVNOST nadzoruje hitrost igre. Nižja kot je vrednost počasneje se gibljejo duhci in Pac-Man, sami si prilagodite hitrost igre. Gumbi --NOVA IGRA pripravi novo igro na stopnji 1, s tremi stopnjami, in z nič točkami. --ZAČETEK začne se nova igra. Igra se ustavi po vsaki zaključeni stopnji, zato je potrebno vsakokrat klikniti na ZAČETEK. Smerniki: --GOR, DOL, LEVO, DESNO so kontrolniki, ki določajo Pac-Manovo smer gibanja. STVARI, KATERE JE POTREBNO UPOŠTEVATI ---------------- Če greste čez mejo labirinta, se boste vrnili nazaj na drugi strani. Pomembne stvari v labirintu: --Rumeni krogec z usti: To je Pac-Man - vi. --Beli krogci: To je zbirka kroglic, ki vam pomagajo priti na naslednjo stopnjo. --Veliki beli krogci: To so "močne" kroglice, ki vam v določenm času dovolijo pojesti duhce. --Modri kvadrati: To so stene labirinta, noben ne Pac_man ne duhci ne morejo skozenj. --Zeleni kvadrati: To so duhčeva vrata. Samo duhci gredo lahko skoznja in če gredo skoznja, potem ko jih je Pac-man pojedel, se pozdravijo. --Vrteče barvne zvezde: To so zvezde, ki vam dajo posebene točke, ko jih Pac-Man poje. --Barvni duh z očmi: To je aktivni duh - pazite se ga! --Modri deformiran duh: To je strašni duh - pojejte ga, za dodatne točke. --Dve majhni očki: To je duh, potem ko ga je Pac-man pojedel. Ta vam ne bo nič naredil in ne morete ga še enkrat pojesti, samo ignorirajte ga. Potrudite se, da ne boste blizu baze iz katere se bo čez čas vrnil. Točkovalni sistem Pac-Man poje: --kroglico 100 točk --velike krogce 500 točk --deformiranega duha 500 točk --barvno zvezdo 100 - 1000 točk (različno) POSKUSITE ------------- Doseči še več točk, kot ste jih že dosegli. Ali znate napisati program, da bo Pac-Man varen v labirintu in bo zbral vse kroglice? IZBOLJŠANJE MODELA ------------------- Pomislite na druge ugodnosti, katere bi bilo zabavno imeti. Napravite in dodajte jih naključno v labirint. Dodajte nove sovražnike, kateri so drugačni od duhcev. SKLICI IN REFERENCE ---------------------- Za sklicevanje na ta model v akademskem članku, uporabite: Wilensky, U. (2002). NetLogo Pac-Man model. http://ccl.northwestern.edu/netlogo/models/Pac-Man. Center for Connected Learning and Computer-Based Modeling, Northwestern University, Evanston, IL. V drugih objavah, uporabite: Copyright 2002 by Uri Wilensky. Vse pravice so zadržane. 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