Adding PROPOSAL_20253158.md
This commit is contained in:
parent
728b9236a0
commit
e57b3047f7
|
@ -1,3 +0,0 @@
|
|||
# My proposal
|
||||
|
||||
Lorem ipsum
|
129
PROPOSAL_20253158.md
Normal file
129
PROPOSAL_20253158.md
Normal file
|
@ -0,0 +1,129 @@
|
|||
# Ghost Chase
|
||||
|
||||
**Name:** Yewon Kim
|
||||
**Student ID:** 20253158
|
||||
**Repository URL:** http://git.prototyping.id/20253158/homework5
|
||||
|
||||
---
|
||||
|
||||
## 📑 Table of Contents
|
||||
1. [Game Concept & Mechanics](#1-game-concept--mechanics)
|
||||
2. [Game Elements & Implementation](#2-game-elements--implementation)
|
||||
3. [Expected Challenges](#3-expected-challenges)
|
||||
|
||||
---
|
||||
|
||||
## 1. Game Concept & Mechanics
|
||||
|
||||
**Ghost Chase** is a multiplayer maze attack game where two players **co-control** a single character to escape the maze (dungeon).
|
||||
|
||||
> “You’re not just escaping the maze. You’re escaping the traces of your past.”
|
||||
|
||||
### 🎯 Goal
|
||||
- Solve the maze and reach the exit of the dungeon, avoiding obstacles.
|
||||
- Avoid ghost clones that **replay your previous failed attempts**.
|
||||
- Survive each level as new ghost clones stack up.
|
||||
|
||||
### 🕹️ Controls & Interactions
|
||||
|
||||
| Player | Controls | Role |
|
||||
|--------|----------------|-------------------------------|
|
||||
| 1 | `A`, `W`, `D` | Controls **direction** |
|
||||
| 2 | `→` to move, `↑/↓` to change speed ranging from 1~5 | Controls **movement and throttle** |
|
||||
|
||||
**Win Condition:**
|
||||
- Reach the exit before getting caught by any ghost.
|
||||
|
||||
**Lose Condition:**
|
||||
- Hit an obstacle, or collide with a ghost (your past self).
|
||||
|
||||
---
|
||||
|
||||
## 2. Game Elements & Implementation
|
||||
|
||||
### 🌐 Game World
|
||||
|
||||
- Bottom-up maze with walls and traps, ending with an exit to outside.
|
||||
- One player icon, followed by its ghost clones (# of retries).
|
||||
- UI overlays (level, # of retries, speed of player).
|
||||
- Concept diagram:
|
||||
<p>
|
||||
<img src="./assets/concept-diagram.png" height="400"/>
|
||||
</p>
|
||||
|
||||
|
||||
### 🖼️ Reference Images
|
||||
|
||||
- Ghost Chase would resemble the logic and visuals of maze attack games like Pacman.
|
||||
|
||||
<p>
|
||||
<img src="./assets/pacman.jpg" height="200"/>
|
||||
<img src="./assets/fireBoyAndWatergirl.png" height="200"/>
|
||||
</p>
|
||||
|
||||
### 🔧 Architecture
|
||||
|
||||
#### 📦 Tentative Folder Structure
|
||||
|
||||
```plaintext
|
||||
ghost-chase/
|
||||
├── public/
|
||||
│ └── index.html
|
||||
├── src/
|
||||
│ ├── components/ # Svelte UI components
|
||||
│ │ ├── Canvas.svelte # Imports game p5 sketch
|
||||
│ │ └── HUD.svelte # Level info, retries, speed
|
||||
│ ├── game/ # Game logic
|
||||
│ │ ├── gameLoop.js # Initialize, update and render game
|
||||
│ │ ├── player.js # Player input + drawing player sprite
|
||||
│ │ ├── ghost.js # Ghost clone management + drawing ghost sprite
|
||||
│ │ ├── maze.js # Maze structure + drawing
|
||||
│ │ ├── controls.js # Key mappings
|
||||
│ │ └── recorder.js # Records player path
|
||||
│ ├── App.svelte # Roots Svelte components
|
||||
│ ├── main.js
|
||||
│ └── styles.css
|
||||
├── package.json
|
||||
├── vite.config.js
|
||||
└── README.md
|
||||
```
|
||||
|
||||
#### 🧱 Modules and Libraries
|
||||
|
||||
- Each game module inside `/src/game/` encapsulates a single responsibility so that logic stays separated from the UI.
|
||||
- `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`.
|
||||
- UI state (level, # of retries, speed of player) is exposed via reactive Svelte stores and displayed using `HUD.svelte`.
|
||||
- Libraries used:
|
||||
- **[`p5.js`](https://p5js.org/):** Rendering the maze, animations, and character movement
|
||||
- **[`Svelte`](https://svelte.dev/):** Framework putting together UI components
|
||||
- **[`Ramda`](https://ramdajs.com/):** Functional utilities for ghost behavior composition, frame transformation pipelines, and immutable game state
|
||||
|
||||
#### 🌀 Recursive Function for Ghost Replay
|
||||
|
||||
To replay ghost movement, a recursive function steps through each stored frame:
|
||||
|
||||
```pseudo
|
||||
function replayGhostPath(frameList):
|
||||
if frameList is empty:
|
||||
return
|
||||
|
||||
set ghost state to first frame
|
||||
delay
|
||||
call replayGhostPath with remaining frames
|
||||
```
|
||||
|
||||
This allows ghost clones to:
|
||||
|
||||
- Move in sync with past runs
|
||||
- Be layered recursively as the game progresses
|
||||
- Operate independently from player logic using stored frame data
|
||||
|
||||
---
|
||||
|
||||
## 3. Expected Challenges
|
||||
|
||||
- Ghost logic: replaying previous frames accurately with recursive logic
|
||||
- Collision and timing issues with multiple ghosts
|
||||
- Handling performance/memory with repeated clone storage
|
||||
- Keeping the gameplay balanced (not too easy or impossible after many retries)
|
||||
- Syncing ghost position and player state updates cleanly in each frame
|
BIN
assets/concept-diagram.png
Normal file
BIN
assets/concept-diagram.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.1 MiB |
BIN
assets/fireboyAndWatergirl.png
Normal file
BIN
assets/fireboyAndWatergirl.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 180 KiB |
BIN
assets/pacman.jpg
Normal file
BIN
assets/pacman.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 71 KiB |
BIN
assets/tombOfTheMask.jpg
Normal file
BIN
assets/tombOfTheMask.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 49 KiB |
Loading…
Reference in New Issue
Block a user