
Set up the go environment and project structure, then implement content, animations (pacman and ghost movement, blinking dot), collisions, sounds, and win and lose handling, ending with a restart feature.
Set up your Go development environment to build a pacman game: install git, create a GitHub account, and use a Go version manager like gvm to switch versions.
Create your own project, download the provided zip, and follow along by using git checkout for each video version and git diff to compare changes.
$ git checkout init
Structure your pacman game in go by creating a dedicated package, a game structure with a constructor and update function, and a single scene flow.
Explore pacman resources in Go by using the pacmanresources package, which stores wall images as byte slices and exposes an images array, avoiding path dependencies.
Create a default stage and display it in the window. Add walls by designing a stage matrix that maps characters to images, and initialize the scene with wall surfaces.
Learn to add dots and big dots to a Pac-Man stage in Go by implementing dot manager and big dot manager, loading images, and rendering animated dots on the stage.
Add the Pacman player character by creating a Go player struct with eight images loaded from pacmanresources and rendering the current image on the game scene.
Add a text section to the Go pacman game by implementing a text manager, using fonts from pacmanresources, and rendering score and lives with positioned text in the update loop.
Learn how to animate the big dots in a Pacman game built in Go by cycling between two images in the draw method, updating every ten frames.
Move Pacman in Go by handling keyboard input to drive movement while respecting walls. The lesson replaces fixed screen constants with dynamic sizing and wires inputs into the update flow.
Move the ghosts to track pacman by looping through them, finding a new direction when they stop, and avoiding backtracking to the previous position while using speed and vision.
Move the ghosts by updating frames and switching images in the direction and advancing. The ghost manager localizes the player using vision, checks walls, and picks a random valid direction.
Showcases a fruit manager that draws fruit images at x,y with alpha-based visibility in a Pacman game, revealing fruits after an eight-second delay and hiding them later.
Detect collisions between Pacman and fruits using the absolute difference between their positions to trigger new fruit cycles and increment lives within max limits, and schedule fruits after each collision.
Implement Pacman fruit collision handling to award 100 points and display the 100 image, while managing animated point indicators with coordinates and max counts.
Handle collision between Pac-Man and big dots, making ghosts vulnerable for seven seconds and awarding 50 points. Remove the big dot from the matrix and update the element list.
Learn to detect collisions between Pacman and ghosts in Go using a collision manager, the absolute difference of positions, and a collision callback to handle when ghosts are vulnerable.
Learn how to implement a pacman explosion using 10 particles that originate at center, move on random angles, fade with opacity, and reset after 90 frames via a particle manager.
Call the explosion manager to spawn particle explosions at Pacman and ghost positions using coordinates and images, then update, center, and draw them until 90 frames, removing them from list.
Explore how Pacman collides with a vulnerable ghost, triggering collision detection, marking the ghost as eaten, spawning explosions, updating scores, and resetting Pacman and ghosts with point animations.
Trigger the eat fruit sound in a Go Pacman game by using a collision callback to run the play eat fruit function when Pacman collides with a fruit.
Explore synchronizing the whale sound with gust vulnerability in a pacman game in go, ensuring the siren sound plays only when the whale player is not playing for seven-second timing.
Trigger a sound when Pacman eats a ghost using the ghost function in the scene file and a collision callback. Play the song when the ghost is vulnerable.
Set up the Pacman death sound by adding a death sound player and ensuring siren and death sounds don’t overlap, triggering the death sound on collision with a non-vulnerable ghost.
Learn to implement the entrance animation for a Pacman game in Go, pairing sound with text animation at start and restart.
Master the game over flow in a Go Pacman game: display a game over image with alpha animation after Pacman ghost collisions, manage lives, and trigger the end condition.
We'll make a 2D pacman game in golang by using the ebiten library. We're going to have animations, sounds, collisions and many interesting stuff. The goal is that you play with golang by building something funny. As I can't put any link here, go to my profile page to find my website. There, you'll see an article about this course. I give you few executables (macos and windows) so that you can try the game on your own machine and really see how it works. If you purchase this course, you'll have access to all the source code. For almost each video, you can find a git command to switch to the code version of the corresponding video. That way, you'll be able explore the code the way you want and play with it. Of course, I'll be more than happy to answer your questions if you have any.