Level now fires callbacks when game state changes that require redrawing:
- on-coins-changed!: fired when a coin is eaten or key is picked up
- on-maze-changed!: fired when a door is removed
Exposes set-on-coins-changed! and set-on-maze-changed! messages so the
game ADT can wire these to the draw ADT's dirty flags.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Previously every frame: cleared+redrawed 868 cells for coins, cleared+
redrawed all UI text, emptied+recreated pause layer, and swapped key
sprites repeatedly.
Now uses dirty flags and cached values:
- Coins: only redrawn when coins-dirty? is set (on coin eat/key pickup)
- Maze: only redrawn when a door is removed
- UI: only redrawn when score or time string actually changes
- Key: sprite swap happens exactly once, not every frame
- Pause: layer only modified when paused? state transitions
Exposes mark-coins-dirty! and mark-maze-dirty! messages so the game
ADT can signal changes from the level.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Pac-Man now moves automatically in its current direction every
pacman-speed-ms (200ms). Arrow keys queue a desired turn direction
instead of moving directly. Each movement tick:
1. Try the queued direction — if passable, turn and move that way
2. Otherwise keep moving in the current direction
3. Stop only when hitting a wall (no direction change)
New internal state:
- queued-direction: the direction the player wants to turn next
- movement-timer: accumulates delta-time, triggers move at interval
New helper:
- can-move?: checks if a direction is passable (no wall/locked door)
Changed behavior:
- key-press! now sets queued-direction instead of calling move-pacman!
- update! now drives movement via advance-pacman! on a timer
- move-pacman! no longer checks time-up? (advance-pacman! handles it)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The draw callback receives no delta-time, so animation was stuck at 0.
Split draw-pacman! into draw (position/rotation) and animate-pacman!
(sprite sequence advancement). Animation is now called from the game
loop which has the real delta-time.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
New structure groups all ADT modules under adt/ directory, removing
redundant adt- prefix from filenames. Library names now read as
(pacman-project adt position) etc. All imports updated accordingly.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>