p2 = { -- Pushed values to this object on update (self.xxx) -- x,y (in) : top left corner of the entity -- vx,vy (in) : Velocity -- width (in), height : dimensions of the map<->entity hitbox -- points (in) : scored points -- intent (in-out) : Intended direction of the entity when it'll can. -- Editing intent will impact the AI's deplacement. -- The game structure -- The map is stored as 8*8pixel tiles. -- The map has a dimension of 224*248 pixels (borders included). -- To push the IA to move to another direction when it can, edit self. -- The game structure stores the players' and ghosts' position (in pixel) and velocity -- gamestructure.p1.x -- gamestructure.p2.y -- gamestructure.blinky == red -- gamestructure.inky == cyan -- gamestructure.pinky == huh -- gamestructure.clyde == orange -- gamestate functions -- Note : All of those functions needs gamestate.data as first argument -- collide(gamestate.data, x,y,w,h) checks if a rectangle defined by its left corner and its dimensions collides with the walls. -- get_gum(gamestate.data, x, y) returns the gum if there is one at this position. Gets pixel coordinates (not tile position) init = function(self) end, update = function(self) self.intent = math.random(0, 4) -- print("p1.x : "..gamestate.p1.x) end }