Workshop › Pac-Man-style Maze Chase › Step 4 of 42

A set of pellets

What we are doing

The pellets get eaten, so they must be state, not map. Each pellet is named by a key like '8,15', and all keys go in a Set: a collection where each value is in at most once, with quick has, add and delete.

```js
let pellets // keys of the tiles that still have a pellet
let powers // keys of the tiles that still have a power pellet

const key = (col, row) => col + ',' + row

function fillPellets() {
  pellets = new Set()
  powers = new Set()
  MAZE.forEach((line, row) => {
    ;[...line].forEach((ch, col) => {
      if (ch === '.') pellets.add(key(col, row))
      if (ch === 'o') powers.add(key(col, row))
    })
  })
}

function reset() {
  fillPellets()
}

reset()
```

What it means

Your turn

  1. Under COLS, leave an empty line and write the two variables, key, fillPellets and reset.
  2. Above the last line, requestAnimationFrame(loop), write reset().

Skills: Arrays and objects, Game states

All steps

  1. The maze as text
  2. The game loop
  3. Draw the walls
  4. A set of pellets
  5. Draw the pellets
  6. The player
  7. Where can you walk?
  8. What a mover remembers
  9. One frame of movement
  10. Move every frame
  11. Turns you can press early
  12. Glide between tiles
  13. Turn back at once
  14. Swipes on a phone
  15. Eat the pellets
  16. Show the score
  17. Clear the maze
  18. A red ghost
  19. A ghost never turns back
  20. The ghost walks
  21. The ghost hunts you
  22. Four ghosts in the house
  23. One by one out of the house
  24. Scatter or chase?
  25. Every ghost to its corner
  26. Pink cuts you off
  27. Orange is shy
  28. Cyan works with red
  29. Wait for the first key
  30. Tell the player to start
  31. Three lives
  32. Caught!
  33. Game over
  34. Play again
  35. Frighten the ghosts
  36. Power pellets work
  37. Scared ghosts wander slowly
  38. Eat a scared ghost
  39. Blue, then flashing
  40. Harder levels
  41. A best score that lasts
  42. Build it yourself: the slow tunnel