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PROPOSAL_123456789.md
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PROPOSAL_123456789.md
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# My proposal
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Lorem ipsum
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# Ghost Chase
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**Name:** Yewon Kim
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**Student ID:** 20253158
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**Repository URL:** http://git.prototyping.id/20253158/homework5
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---
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## 📑 Table of Contents
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1. [Game Concept & Mechanics](#1-game-concept--mechanics)
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2. [Game Elements & Implementation](#2-game-elements--implementation)
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3. [Expected Challenges](#3-expected-challenges)
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---
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## 1. Game Concept & Mechanics
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**Ghost Chase** is a multiplayer maze attack game where two players **co-control** a single character to escape the maze (dungeon).
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> “You’re not just escaping the maze. You’re escaping the traces of your past.”
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### 🎯 Goal
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- Solve the maze and reach the exit of the dungeon, avoiding obstacles.
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- Avoid ghost clones that **replay your previous failed attempts**.
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- Survive each level as new ghost clones stack up.
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### 🕹️ Controls & Interactions
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| Player | Controls | Role |
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|--------|----------------|-------------------------------|
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| 1 | `A`, `W`, `D` | Controls **direction** |
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| 2 | `→` to move, `↑/↓` to change speed ranging from 1~5 | Controls **movement and throttle** |
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**Win Condition:**
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- Reach the exit before getting caught by any ghost.
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**Lose Condition:**
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- Hit an obstacle, or collide with a ghost (your past self).
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---
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## 2. Game Elements & Implementation
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### 🌐 Game World
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- Bottom-up maze with walls and traps, ending with an exit to outside.
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- One player icon, followed by its ghost clones (# of retries).
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- UI overlays (level, # of retries, speed of player).
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- Concept diagram:
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<p>
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<img src="./assets/concept-diagram.png" height="400"/>
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</p>
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### 🖼️ Reference Images
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- Ghost Chase would resemble the logic and visuals of maze attack games like Pacman.
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<p>
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<img src="./assets/pacman.jpg" height="200"/>
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<img src="./assets/fireBoyAndWatergirl.png" height="200"/>
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</p>
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### 🔧 Architecture
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#### 📦 Tentative Folder Structure
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```plaintext
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ghost-chase/
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├── public/
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│ └── index.html
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├── src/
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│ ├── components/ # Svelte UI components
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│ │ ├── Canvas.svelte # Imports game p5 sketch
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│ │ └── HUD.svelte # Level info, retries, speed
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│ ├── game/ # Game logic
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│ │ ├── gameLoop.js # Initialize, update and render game
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│ │ ├── player.js # Player input + drawing player sprite
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│ │ ├── ghost.js # Ghost clone management + drawing ghost sprite
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│ │ ├── maze.js # Maze structure + drawing
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│ │ ├── controls.js # Key mappings
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│ │ └── recorder.js # Records player path
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│ ├── App.svelte # Roots Svelte components
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│ ├── main.js
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│ └── styles.css
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├── package.json
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├── vite.config.js
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└── README.md
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```
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#### 🧱 Modules and Libraries
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- Each game module inside `/src/game/` encapsulates a single responsibility so that logic stays separated from the UI.
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- `Canvas.svelte` imports and orchestrates these modules through a p5 sketch loop (`setup`, `draw`), calling `gameLoop.js`, which delegates control to modules like `player.js`, `ghost.js`, and `maze.js`.
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- UI state (level, # of retries, speed of player) is exposed via reactive Svelte stores and displayed using `HUD.svelte`.
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- Libraries used:
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- **[`p5.js`](https://p5js.org/):** Rendering the maze, animations, and character movement
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- **[`Svelte`](https://svelte.dev/):** Framework putting together UI components
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- **[`Ramda`](https://ramdajs.com/):** Functional utilities for ghost behavior composition, frame transformation pipelines, and immutable game state
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#### 🌀 Recursive Function for Ghost Replay
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To replay ghost movement, a recursive function steps through each stored frame:
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```pseudo
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function replayGhostPath(frameList):
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if frameList is empty:
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return
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set ghost state to first frame
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delay
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call replayGhostPath with remaining frames
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```
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This allows ghost clones to:
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- Move in sync with past runs
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- Be layered recursively as the game progresses
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- Operate independently from player logic using stored frame data
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---
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## 3. Expected Challenges
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- Ghost logic: replaying previous frames accurately with recursive logic
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- Collision and timing issues with multiple ghosts
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- Handling performance/memory with repeated clone storage
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- Keeping the gameplay balanced (not too easy or impossible after many retries)
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- Syncing ghost position and player state updates cleanly in each frame
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