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The classic arcade game for WebVR.
"Medium Mode":
As normal, but ghosts are always in chase mode and their behaviors are not assigned by color, so you can't assume how any given ghost will travel.
"Hard Mode" :
As Medium, but with walls up so you can't see progress or ghost positions.
My biggest concern about it is that in "doubling the length" of the vector, I'm pulling him far out of the boundaries of the board more frequently than should happen. More often than not, his target should be somewhere within the board.
http://gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior
To do this, we would only use nav-mesh/pathfinding for the ghosts to the extent that it would be required to help them move from their current frame to the next frame in the direction they are facing.
Ghosts will continue to be given a target frame, (updated according to their own pursuit rules), but instead of seeking a direct path to that destination, they will instead simply determine which frame to move to at "decision points" on the board, based upon the frame they are targeting.
And while we're at it, slow them down when they're walking on tunnel squares
Right now, we're basing ghost releases on the global dot counter. This is reasonable enough, but absolute fidelity to the original game requires us to implement the logic found in the individual dot counters for each ghost.
Scatter/Chase cycle
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