Dankman is a take on the classic arcade game, PacMan. In Dankman, you play the titular Dankman, on his quest to get blazed. But alas, the ghost Chips, and his spectral buddies, Danky, Stanky, and Ronald, do not approve of Dankman 's ways. For them, there is only one solution. They kill the Dankman. As the fearless hero, it is your job to lead Dankman through the maze, collecting all the buds as you go, or go out in a blaze of glory trying. But fear not, you are not alone in your quest for buds, as Chips, Danky, Stanky, and Ronald all fear one thing; getting blazed. In your quests, you will find some ready-made blunts that will turn those ghosts right around in their tracks! Blaze these blunts, and Dankman will be able to bop those pesky ghosts right on their heads! Even better, collect enough buds, and you will be able to find the mythical Bong Bomb©! Find this Bong Bomb©, …show more content…
If Dankman has picked up a Bong Bomb©, the player may press the Spacebar to drop the bomb and create the green haze.
The Bong Bomb© is designed as a last resort escape, if the player has been skilful enough to collect a Bong Bomb© (which requires 70 buds to be collected to spawn), they can use it as a second chance, a one-time escape from certain death.
Both the player and the ghosts are locked to a grid system of moving. This means that both the player and the ghosts cannot change direction unless at an intersection. This prevents glitching into walls and other objects.
I created a procedural system which controls ghost movements. The four ghost objects are tied to a parent object, upon which all collision/movement events are performed.
In order to achieve random movement, I first told obj_ghostparent to test if it is snapped to the 32 x 32 grid. It tests for this at the end of every game step (30 times per second). This ensures that the ghosts may only change direction when they are centered to an