> It is a matter of timing. If pacman occupies a grid square next to a ghost, and in > the next 1/60th of a second they trade grid squares (pass through each other ), the > program will not register a collision.
I found this fascinating when I first learned it. Just the math behind pac/mspac is fun... the methods of movement for each ghost, for instance. But yeah, you still have to be pixel-perfect in timing to pass through a ghost.
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