Jeu Pacman avec niveaux multiples, bonus, classement et labyrinthes aléatoires
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29
game.js
29
game.js
@ -607,7 +607,7 @@ function nextLevel() {
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}
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function randomizeMaze() {
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const modificationRate = 0.15;
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const modificationRate = 0.1;
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const changes = Math.floor(ROWS * COLS * modificationRate);
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console.log('Modification aléatoire du labyrinthe,', changes, 'changements');
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@ -623,21 +623,13 @@ function randomizeMaze() {
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const currentCell = maze[y][x];
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if (currentCell === WALL) {
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if (Math.random() < 0.7) {
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if (Math.random() < 0.9) {
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maze[y][x] = DOT;
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} else {
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maze[y][x] = EMPTY;
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}
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} else if (currentCell === EMPTY) {
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if (Math.random() < 0.6) {
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maze[y][x] = DOT;
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} else if (Math.random() < 0.3) {
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maze[y][x] = WALL;
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}
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maze[y][x] = DOT;
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} else if (currentCell === DOT) {
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if (Math.random() < 0.3) {
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maze[y][x] = EMPTY;
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} else if (Math.random() < 0.1) {
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if (Math.random() < 0.05) {
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maze[y][x] = WALL;
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}
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}
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@ -645,22 +637,25 @@ function randomizeMaze() {
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for (let y = 1; y < ROWS - 1; y++) {
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for (let x = 1; x < COLS - 1; x++) {
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if (maze[y][x] === WALL) {
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if (maze[y][x] === EMPTY) {
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maze[y][x] = DOT;
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} else if (maze[y][x] === WALL) {
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const neighbors = [
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maze[y-1][x], maze[y+1][x], maze[y][x-1], maze[y][x+1]
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];
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const wallCount = neighbors.filter(c => c === WALL).length;
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const emptyCount = neighbors.filter(c => c === EMPTY).length;
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if (wallCount === 0 && Math.random() < 0.4) {
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if (wallCount === 0 && Math.random() < 0.7) {
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maze[y][x] = DOT;
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} else if (emptyCount >= 2 && Math.random() < 0.9) {
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maze[y][x] = DOT;
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} else if (wallCount === 4 && Math.random() < 0.3) {
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maze[y][x] = EMPTY;
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}
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}
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}
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}
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console.log('Labyrinthe modifié aléatoirement');
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console.log('Labyrinthe modifié aléatoirement, tous les trous remplis');
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}
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function placeBonuses() {
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