jeux html
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<!doctype html>
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<html lang="fr">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Pac-Man Grand Format - Contrôles Fluides</title>
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<!-- Chargement de Tailwind CSS -->
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<script src="https://cdn.tailwindcss.com"></script>
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</head>
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<body
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class="bg-slate-950 text-slate-100 flex flex-col items-center justify-center min-h-screen select-none"
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>
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<h1 class="text-3xl font-extrabold mb-3 tracking-widest text-yellow-400">
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PAC-MAN
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</h1>
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<!-- Tableau de bord (Score / Vies) -->
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<div
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class="flex justify-between w-[800px] mb-2 px-2 font-mono text-base text-slate-300"
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>
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<div>
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Score : <span id="score" class="text-yellow-400 font-bold">0</span>
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</div>
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<div>Vies : <span id="lives" class="text-red-500 font-bold">3</span></div>
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</div>
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<!-- Conteneur du jeu (800x800) -->
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<div
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class="relative bg-black p-4 rounded-2xl shadow-2xl border-2 border-blue-600"
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>
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<canvas id="gameCanvas" width="800" height="800" class="block"></canvas>
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</div>
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<p class="text-xs text-slate-400 mt-4">
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Utilisez les touches fléchées **← ↑ ↓ →** (ou **Z Q S D**) pour guider
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Pac-Man.
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</p>
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<script>
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const canvas = document.getElementById("gameCanvas");
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const ctx = canvas.getContext("2d");
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const tileSize = 40;
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const speed = 4;
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const map = [
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[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
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[1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1],
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[1, 2, 1, 1, 2, 1, 1, 1, 2, 1, 1, 2, 1, 1, 1, 2, 1, 1, 2, 1],
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[1, 2, 1, 1, 2, 1, 1, 1, 2, 1, 1, 2, 1, 1, 1, 2, 1, 1, 2, 1],
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[1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1],
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[1, 2, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 2, 1],
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[1, 2, 2, 2, 2, 1, 2, 2, 2, 1, 1, 2, 2, 2, 1, 2, 2, 2, 2, 1],
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[1, 1, 1, 1, 2, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 2, 1, 1, 1, 1],
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[0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 0],
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[1, 1, 1, 1, 2, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, 2, 1, 1, 1, 1],
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[0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0],
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[1, 1, 1, 1, 2, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 2, 1, 1, 1, 1],
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[0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 0],
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[1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1],
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[1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1],
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[1, 2, 1, 1, 2, 1, 1, 1, 2, 1, 1, 2, 1, 1, 1, 2, 1, 1, 2, 1],
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[1, 2, 2, 1, 2, 2, 2, 2, 2, 0, 0, 2, 2, 2, 2, 2, 1, 2, 2, 1],
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[1, 1, 2, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 2, 1, 1],
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[1, 2, 2, 2, 2, 1, 2, 2, 2, 1, 1, 2, 2, 2, 1, 2, 2, 2, 2, 1],
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[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
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];
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let score = 0;
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let lives = 3;
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let pacman = {
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x: 9 * tileSize + tileSize / 2,
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y: 16 * tileSize + tileSize / 2,
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radius: tileSize / 2 - 4,
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dx: 0,
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dy: 0,
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nextDx: 0,
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nextDy: 0,
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};
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let ghosts = [
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{
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x: 9 * tileSize + tileSize / 2,
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y: 9 * tileSize + tileSize / 2,
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color: "#ef4444",
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dx: speed,
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dy: 0,
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},
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{
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x: 10 * tileSize + tileSize / 2,
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y: 9 * tileSize + tileSize / 2,
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color: "#ec4899",
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dx: -speed,
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dy: 0,
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},
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{
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x: 9 * tileSize + tileSize / 2,
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y: 10 * tileSize + tileSize / 2,
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color: "#06b6d4",
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dx: 0,
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dy: -speed,
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},
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{
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x: 10 * tileSize + tileSize / 2,
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y: 10 * tileSize + tileSize / 2,
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color: "#f97316",
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dx: 0,
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dy: speed,
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},
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];
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window.addEventListener("keydown", (e) => {
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switch (e.key) {
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case "ArrowLeft":
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case "q":
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case "Q":
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pacman.nextDx = -speed;
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pacman.nextDy = 0;
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break;
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case "ArrowRight":
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case "d":
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case "D":
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pacman.nextDx = speed;
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pacman.nextDy = 0;
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break;
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case "ArrowUp":
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case "z":
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case "Z":
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pacman.nextDx = 0;
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pacman.nextDy = -speed;
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break;
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case "ArrowDown":
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case "s":
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case "S":
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pacman.nextDx = 0;
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pacman.nextDy = speed;
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break;
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}
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});
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function isWall(pixelX, pixelY) {
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let c = Math.floor(pixelX / tileSize);
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let r = Math.floor(pixelY / tileSize);
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if (r === 8 || r === 10 || r === 12) {
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if (pixelX < 0 || pixelX >= canvas.width) return false;
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}
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if (r < 0 || r >= map.length || c < 0 || c >= map[0].length)
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return true;
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return map[r][c] === 1;
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}
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function checkCollisionBox(x, y, radius) {
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const corners = [
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{ x: x - radius, y: y - radius },
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{ x: x + radius, y: y - radius },
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{ x: x - radius, y: y + radius },
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{ x: x + radius, y: y + radius },
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];
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for (let corner of corners) {
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if (isWall(corner.x, corner.y)) return true;
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}
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return false;
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}
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function isAtIntersection(x, y) {
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return (
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(x - tileSize / 2) % tileSize === 0 &&
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(y - tileSize / 2) % tileSize === 0
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);
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}
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function update() {
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if (pacman.x < -tileSize / 2) {
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pacman.x = canvas.width + tileSize / 2;
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} else if (pacman.x > canvas.width + tileSize / 2) {
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pacman.x = -tileSize / 2;
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}
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// Changement de direction immédiat si la voie est libre dans la nouvelle direction désirée
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if (pacman.nextDx !== 0 || pacman.nextDy !== 0) {
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// Demi-tour instantané autorisé
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if (pacman.nextDx === -pacman.dx && pacman.nextDy === -pacman.dy) {
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pacman.dx = pacman.nextDx;
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pacman.dy = pacman.nextDy;
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}
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// Changement normal si on passe par une intersection ou si l'axe change proprement
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else if (
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!checkCollisionBox(
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pacman.x + pacman.nextDx,
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pacman.y + pacman.nextDy,
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pacman.radius,
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)
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) {
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// Si on change d'axe (ex: on va verticalement et on veut aller horizontalement), on s'assure d'être aligné sur la grille
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if (
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(pacman.dx !== 0 && pacman.nextDy !== 0) ||
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(pacman.dy !== 0 && pacman.nextDx !== 0)
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) {
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if (isAtIntersection(pacman.x, pacman.y)) {
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pacman.dx = pacman.nextDx;
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pacman.dy = pacman.nextDy;
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}
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} else {
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pacman.dx = pacman.nextDx;
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pacman.dy = pacman.nextDy;
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}
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}
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}
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// Avancer Pac-Man s'il n'y a pas de mur devant lui
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if (
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!checkCollisionBox(
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pacman.x + pacman.dx,
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pacman.y + pacman.dy,
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pacman.radius,
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)
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) {
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pacman.x += pacman.dx;
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pacman.y += pacman.dy;
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} else {
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pacman.dx = 0;
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pacman.dy = 0;
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}
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let gridX = Math.floor(pacman.x / tileSize);
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let gridY = Math.floor(pacman.y / tileSize);
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if (
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gridY >= 0 &&
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gridY < map.length &&
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gridX >= 0 &&
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gridX < map[0].length
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) {
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if (map[gridY][gridX] === 2) {
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map[gridY][gridX] = 0;
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score += 10;
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document.getElementById("score").innerText = score;
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}
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}
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ghosts.forEach((ghost) => {
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if (ghost.x < -tileSize / 2) ghost.x = canvas.width + tileSize / 2;
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if (ghost.x > canvas.width + tileSize / 2) ghost.x = -tileSize / 2;
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if (isAtIntersection(ghost.x, ghost.y)) {
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const possibleDirs = [
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{ dx: speed, dy: 0 },
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{ dx: -speed, dy: 0 },
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{ dx: 0, dy: speed },
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{ dx: 0, dy: -speed },
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];
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const oppositeDx = -ghost.dx;
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const oppositeDy = -ghost.dy;
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let validDirs = possibleDirs.filter((d) => {
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if (d.dx === oppositeDx && d.dy === oppositeDy) return false;
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let nextX = ghost.x + d.dx * 4;
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let nextY = ghost.y + d.dy * 4;
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return !checkCollisionBox(nextX, nextY, tileSize / 2 - 4);
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});
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if (validDirs.length === 0) {
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validDirs = [{ dx: oppositeDx, dy: oppositeDy }];
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}
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let chosen =
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validDirs[Math.floor(Math.random() * validDirs.length)];
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ghost.dx = chosen.dx;
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ghost.dy = chosen.dy;
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}
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if (
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checkCollisionBox(
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ghost.x + ghost.dx,
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ghost.y + ghost.dy,
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tileSize / 2 - 4,
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)
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) {
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ghost.dx = -ghost.dx;
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ghost.dy = -ghost.dy;
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}
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ghost.x += ghost.dx;
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ghost.y += ghost.dy;
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let dist = Math.hypot(pacman.x - ghost.x, pacman.y - ghost.y);
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if (dist < tileSize / 2) {
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lives--;
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document.getElementById("lives").innerText = lives;
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if (lives <= 0) {
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alert("GAME OVER ! Score final : " + score);
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document.location.reload();
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} else {
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pacman.x = 9 * tileSize + tileSize / 2;
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pacman.y = 16 * tileSize + tileSize / 2;
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pacman.dx = 0;
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pacman.dy = 0;
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pacman.nextDx = 0;
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pacman.nextDy = 0;
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}
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}
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});
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}
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function draw() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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for (let r = 0; r < map.length; r++) {
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for (let c = 0; c < map[r].length; c++) {
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if (map[r][c] === 1) {
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ctx.fillStyle = "#2563eb";
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ctx.fillRect(c * tileSize, r * tileSize, tileSize, tileSize);
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} else if (map[r][c] === 2) {
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ctx.fillStyle = "#fde047";
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ctx.beginPath();
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ctx.arc(
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c * tileSize + tileSize / 2,
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r * tileSize + tileSize / 2,
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6,
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0,
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Math.PI * 2,
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);
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ctx.fill();
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}
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}
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}
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ctx.fillStyle = "#facc15";
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ctx.beginPath();
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let angle = 0.2;
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if (pacman.dx > 0) angle = 0.2;
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if (pacman.dx < 0) angle = 1.2;
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if (pacman.dy > 0) angle = 0.7;
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if (pacman.dy < 0) angle = 1.7;
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ctx.arc(
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pacman.x,
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pacman.y,
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pacman.radius,
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angle * Math.PI,
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(angle + 1.6) * Math.PI,
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);
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ctx.lineTo(pacman.x, pacman.y);
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ctx.fill();
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ghosts.forEach((ghost) => {
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ctx.fillStyle = ghost.color;
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ctx.beginPath();
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ctx.arc(ghost.x, ghost.y - 4, tileSize / 2 - 4, Math.PI, 0, false);
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ctx.lineTo(ghost.x + tileSize / 2 - 4, ghost.y + tileSize / 2);
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ctx.lineTo(ghost.x - tileSize / 2 + 4, ghost.y + tileSize / 2);
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ctx.fill();
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});
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}
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function loop() {
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update();
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draw();
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setTimeout(loop, 1000 / 45);
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}
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loop();
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</script>
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</body>
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</html>
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Reference in New Issue
Block a user