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Pacman
Iterative Pacman build with new game states, random ghost spawning, player selection, and expandable power-up behavior.
Context
Built as a phased extension of a Pacman starter project, with each phase pushing state management and game interaction further.
Problem
The original game needed more replayability and better control over flow, so the assignment focused on adding richer states, power-ups, and reset behavior.
Solution
The project introduces new win/pause/player-selection states, random ghost spawning, a fresh-map reset flow, and an abstract power-up hierarchy with multiple specialized behaviors.
Key decisions
- -Used dedicated state classes to keep pause, win, and selection logic separate from gameplay.
- -Introduced an abstract power-up base to support multiple item behaviors cleanly.
- -Reset the game with a fresh map instance instead of mutating the same board repeatedly.
Key features
- -Randomized ghost spawning and character variation
- -Pause, win, and choose-player states
- -Cherry, strawberry, and random power-up mechanics
- -Improved reset logic with a fresh map instance
Results
- -Shows stronger object-oriented structure than a minimal game prototype.
- -Demonstrates state management as a real gameplay concern.
- -Works well as a foundation for the more advanced Pacman Deluxe project.
Stack
C++Game DevelopmentOOPState Pattern