The Pacman In Java is an action maze pursuit video game in which the player guides the titular character through a maze.
The goal of the Pacman Game is to consume all of the dots that have been put across the maze while avoiding white colored ghosts.
Importance of Pacman Game
Even though it may appear to be nothing more than a mindless game, Pac-Man may do a lot to engage your brain in good ways.
Pacman Game Project Details and Technology
Project Name: | Pacman Game Project In Java With Source Code |
Abstract | Pacman Game Code in Java is an action maze chase video game, the player controls the eponymous character through an enclosed maze. |
Language/s Used: | JAVA |
JAVA version (Recommended): | 8 |
Database: | None |
Type: | Desktop Application |
Developer: | Source Code Hero |
Updates: | 0 |
How To Make Pacman In Java?
Here’s the codes on how to make pacman in java. The Java Pacman Program consist of two files to work the game. first file or the main file is pacman.java and the second one is board.java.
pacman.java
package com.zetcode;
import java.awt.EventQueue;
import javax.swing.JFrame;
public class Pacman extends JFrame {
public Pacman() {
initUI();
}
private void initUI() {
add(new Board());
setTitle("Pacman");
setDefaultCloseOperation(EXIT_ON_CLOSE);
setSize(380, 420);
setLocationRelativeTo(null);
}
public static void main(String[] args) {
EventQueue.invokeLater(() -> {
var ex = new Pacman();
ex.setVisible(true);
});
}
}
The code given is the main file of the pacman game.
board.java
package com.zetcode;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Event;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Board extends JPanel implements ActionListener {
private Dimension d;
private final Font smallFont = new Font("Helvetica", Font.BOLD, 14);
private Image ii;
private final Color dotColor = new Color(192, 192, 0);
private Color mazeColor;
private boolean inGame = false;
private boolean dying = false;
private final int BLOCK_SIZE = 24;
private final int N_BLOCKS = 15;
private final int SCREEN_SIZE = N_BLOCKS * BLOCK_SIZE;
private final int PAC_ANIM_DELAY = 2;
private final int PACMAN_ANIM_COUNT = 4;
private final int MAX_GHOSTS = 12;
private final int PACMAN_SPEED = 6;
private int pacAnimCount = PAC_ANIM_DELAY;
private int pacAnimDir = 1;
private int pacmanAnimPos = 0;
private int N_GHOSTS = 6;
private int pacsLeft, score;
private int[] dx, dy;
private int[] ghost_x, ghost_y, ghost_dx, ghost_dy, ghostSpeed;
private Image ghost;
private Image pacman1, pacman2up, pacman2left, pacman2right, pacman2down;
private Image pacman3up, pacman3down, pacman3left, pacman3right;
private Image pacman4up, pacman4down, pacman4left, pacman4right;
private int pacman_x, pacman_y, pacmand_x, pacmand_y;
private int req_dx, req_dy, view_dx, view_dy;
private final short levelData[] = {
19, 26, 26, 26, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 22,
21, 0, 0, 0, 17, 16, 16, 16, 16, 16, 16, 16, 16, 16, 20,
21, 0, 0, 0, 17, 16, 16, 16, 16, 16, 16, 16, 16, 16, 20,
21, 0, 0, 0, 17, 16, 16, 24, 16, 16, 16, 16, 16, 16, 20,
17, 18, 18, 18, 16, 16, 20, 0, 17, 16, 16, 16, 16, 16, 20,
17, 16, 16, 16, 16, 16, 20, 0, 17, 16, 16, 16, 16, 24, 20,
25, 16, 16, 16, 24, 24, 28, 0, 25, 24, 24, 16, 20, 0, 21,
1, 17, 16, 20, 0, 0, 0, 0, 0, 0, 0, 17, 20, 0, 21,
1, 17, 16, 16, 18, 18, 22, 0, 19, 18, 18, 16, 20, 0, 21,
1, 17, 16, 16, 16, 16, 20, 0, 17, 16, 16, 16, 20, 0, 21,
1, 17, 16, 16, 16, 16, 20, 0, 17, 16, 16, 16, 20, 0, 21,
1, 17, 16, 16, 16, 16, 16, 18, 16, 16, 16, 16, 20, 0, 21,
1, 17, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 20, 0, 21,
1, 25, 24, 24, 24, 24, 24, 24, 24, 24, 16, 16, 16, 18, 20,
9, 8, 8, 8, 8, 8, 8, 8, 8, 8, 25, 24, 24, 24, 28
};
private final int validSpeeds[] = {1, 2, 3, 4, 6, 8};
private final int maxSpeed = 6;
private int currentSpeed = 3;
private short[] screenData;
private Timer timer;
public Board() {
loadImages();
initVariables();
initBoard();
}
private void initBoard() {
addKeyListener(new TAdapter());
setFocusable(true);
setBackground(Color.black);
}
private void initVariables() {
screenData = new short[N_BLOCKS * N_BLOCKS];
mazeColor = new Color(5, 100, 5);
d = new Dimension(400, 400);
ghost_x = new int[MAX_GHOSTS];
ghost_dx = new int[MAX_GHOSTS];
ghost_y = new int[MAX_GHOSTS];
ghost_dy = new int[MAX_GHOSTS];
ghostSpeed = new int[MAX_GHOSTS];
dx = new int[4];
dy = new int[4];
timer = new Timer(40, this);
timer.start();
}
@Override
public void addNotify() {
super.addNotify();
initGame();
}
private void doAnim() {
pacAnimCount--;
if (pacAnimCount <= 0) {
pacAnimCount = PAC_ANIM_DELAY;
pacmanAnimPos = pacmanAnimPos + pacAnimDir;
if (pacmanAnimPos == (PACMAN_ANIM_COUNT - 1) || pacmanAnimPos == 0) {
pacAnimDir = -pacAnimDir;
}
}
}
private void playGame(Graphics2D g2d) {
if (dying) {
death();
} else {
movePacman();
drawPacman(g2d);
moveGhosts(g2d);
checkMaze();
}
}
private void showIntroScreen(Graphics2D g2d) {
g2d.setColor(new Color(0, 32, 48));
g2d.fillRect(50, SCREEN_SIZE / 2 - 30, SCREEN_SIZE - 100, 50);
g2d.setColor(Color.white);
g2d.drawRect(50, SCREEN_SIZE / 2 - 30, SCREEN_SIZE - 100, 50);
String s = "Press s to start.";
Font small = new Font("Helvetica", Font.BOLD, 14);
FontMetrics metr = this.getFontMetrics(small);
g2d.setColor(Color.white);
g2d.setFont(small);
g2d.drawString(s, (SCREEN_SIZE - metr.stringWidth(s)) / 2, SCREEN_SIZE / 2);
}
private void drawScore(Graphics2D g) {
int i;
String s;
g.setFont(smallFont);
g.setColor(new Color(96, 128, 255));
s = "Score: " + score;
g.drawString(s, SCREEN_SIZE / 2 + 96, SCREEN_SIZE + 16);
for (i = 0; i < pacsLeft; i++) {
g.drawImage(pacman3left, i * 28 + 8, SCREEN_SIZE + 1, this);
}
}
private void checkMaze() {
short i = 0;
boolean finished = true;
while (i < N_BLOCKS * N_BLOCKS && finished) {
if ((screenData[i] & 48) != 0) {
finished = false;
}
i++;
}
if (finished) {
score += 50;
if (N_GHOSTS < MAX_GHOSTS) {
N_GHOSTS++;
}
if (currentSpeed < maxSpeed) {
currentSpeed++;
}
initLevel();
}
}
private void death() {
pacsLeft--;
if (pacsLeft == 0) {
inGame = false;
}
continueLevel();
}
private void moveGhosts(Graphics2D g2d) {
short i;
int pos;
int count;
for (i = 0; i < N_GHOSTS; i++) {
if (ghost_x[i] % BLOCK_SIZE == 0 && ghost_y[i] % BLOCK_SIZE == 0) {
pos = ghost_x[i] / BLOCK_SIZE + N_BLOCKS * (int) (ghost_y[i] / BLOCK_SIZE);
count = 0;
if ((screenData[pos] & 1) == 0 && ghost_dx[i] != 1) {
dx[count] = -1;
dy[count] = 0;
count++;
}
if ((screenData[pos] & 2) == 0 && ghost_dy[i] != 1) {
dx[count] = 0;
dy[count] = -1;
count++;
}
if ((screenData[pos] & 4) == 0 && ghost_dx[i] != -1) {
dx[count] = 1;
dy[count] = 0;
count++;
}
if ((screenData[pos] & 8) == 0 && ghost_dy[i] != -1) {
dx[count] = 0;
dy[count] = 1;
count++;
}
if (count == 0) {
if ((screenData[pos] & 15) == 15) {
ghost_dx[i] = 0;
ghost_dy[i] = 0;
} else {
ghost_dx[i] = -ghost_dx[i];
ghost_dy[i] = -ghost_dy[i];
}
} else {
count = (int) (Math.random() * count);
if (count > 3) {
count = 3;
}
ghost_dx[i] = dx[count];
ghost_dy[i] = dy[count];
}
}
ghost_x[i] = ghost_x[i] + (ghost_dx[i] * ghostSpeed[i]);
ghost_y[i] = ghost_y[i] + (ghost_dy[i] * ghostSpeed[i]);
drawGhost(g2d, ghost_x[i] + 1, ghost_y[i] + 1);
if (pacman_x > (ghost_x[i] - 12) && pacman_x < (ghost_x[i] + 12)
&& pacman_y > (ghost_y[i] - 12) && pacman_y < (ghost_y[i] + 12)
&& inGame) {
dying = true;
}
}
}
private void drawGhost(Graphics2D g2d, int x, int y) {
g2d.drawImage(ghost, x, y, this);
}
private void movePacman() {
int pos;
short ch;
if (req_dx == -pacmand_x && req_dy == -pacmand_y) {
pacmand_x = req_dx;
pacmand_y = req_dy;
view_dx = pacmand_x;
view_dy = pacmand_y;
}
if (pacman_x % BLOCK_SIZE == 0 && pacman_y % BLOCK_SIZE == 0) {
pos = pacman_x / BLOCK_SIZE + N_BLOCKS * (int) (pacman_y / BLOCK_SIZE);
ch = screenData[pos];
if ((ch & 16) != 0) {
screenData[pos] = (short) (ch & 15);
score++;
}
if (req_dx != 0 || req_dy != 0) {
if (!((req_dx == -1 && req_dy == 0 && (ch & 1) != 0)
|| (req_dx == 1 && req_dy == 0 && (ch & 4) != 0)
|| (req_dx == 0 && req_dy == -1 && (ch & 2) != 0)
|| (req_dx == 0 && req_dy == 1 && (ch & 8) != 0))) {
pacmand_x = req_dx;
pacmand_y = req_dy;
view_dx = pacmand_x;
view_dy = pacmand_y;
}
}
// Check for standstill
if ((pacmand_x == -1 && pacmand_y == 0 && (ch & 1) != 0)
|| (pacmand_x == 1 && pacmand_y == 0 && (ch & 4) != 0)
|| (pacmand_x == 0 && pacmand_y == -1 && (ch & 2) != 0)
|| (pacmand_x == 0 && pacmand_y == 1 && (ch & 8) != 0)) {
pacmand_x = 0;
pacmand_y = 0;
}
}
pacman_x = pacman_x + PACMAN_SPEED * pacmand_x;
pacman_y = pacman_y + PACMAN_SPEED * pacmand_y;
}
private void drawPacman(Graphics2D g2d) {
if (view_dx == -1) {
drawPacnanLeft(g2d);
} else if (view_dx == 1) {
drawPacmanRight(g2d);
} else if (view_dy == -1) {
drawPacmanUp(g2d);
} else {
drawPacmanDown(g2d);
}
}
private void drawPacmanUp(Graphics2D g2d) {
switch (pacmanAnimPos) {
case 1:
g2d.drawImage(pacman2up, pacman_x + 1, pacman_y + 1, this);
break;
case 2:
g2d.drawImage(pacman3up, pacman_x + 1, pacman_y + 1, this);
break;
case 3:
g2d.drawImage(pacman4up, pacman_x + 1, pacman_y + 1, this);
break;
default:
g2d.drawImage(pacman1, pacman_x + 1, pacman_y + 1, this);
break;
}
}
private void drawPacmanDown(Graphics2D g2d) {
switch (pacmanAnimPos) {
case 1:
g2d.drawImage(pacman2down, pacman_x + 1, pacman_y + 1, this);
break;
case 2:
g2d.drawImage(pacman3down, pacman_x + 1, pacman_y + 1, this);
break;
case 3:
g2d.drawImage(pacman4down, pacman_x + 1, pacman_y + 1, this);
break;
default:
g2d.drawImage(pacman1, pacman_x + 1, pacman_y + 1, this);
break;
}
}
private void drawPacnanLeft(Graphics2D g2d) {
switch (pacmanAnimPos) {
case 1:
g2d.drawImage(pacman2left, pacman_x + 1, pacman_y + 1, this);
break;
case 2:
g2d.drawImage(pacman3left, pacman_x + 1, pacman_y + 1, this);
break;
case 3:
g2d.drawImage(pacman4left, pacman_x + 1, pacman_y + 1, this);
break;
default:
g2d.drawImage(pacman1, pacman_x + 1, pacman_y + 1, this);
break;
}
}
private void drawPacmanRight(Graphics2D g2d) {
switch (pacmanAnimPos) {
case 1:
g2d.drawImage(pacman2right, pacman_x + 1, pacman_y + 1, this);
break;
case 2:
g2d.drawImage(pacman3right, pacman_x + 1, pacman_y + 1, this);
break;
case 3:
g2d.drawImage(pacman4right, pacman_x + 1, pacman_y + 1, this);
break;
default:
g2d.drawImage(pacman1, pacman_x + 1, pacman_y + 1, this);
break;
}
}
private void drawMaze(Graphics2D g2d) {
short i = 0;
int x, y;
for (y = 0; y < SCREEN_SIZE; y += BLOCK_SIZE) {
for (x = 0; x < SCREEN_SIZE; x += BLOCK_SIZE) {
g2d.setColor(mazeColor);
g2d.setStroke(new BasicStroke(2));
if ((screenData[i] & 1) != 0) {
g2d.drawLine(x, y, x, y + BLOCK_SIZE - 1);
}
if ((screenData[i] & 2) != 0) {
g2d.drawLine(x, y, x + BLOCK_SIZE - 1, y);
}
if ((screenData[i] & 4) != 0) {
g2d.drawLine(x + BLOCK_SIZE - 1, y, x + BLOCK_SIZE - 1,
y + BLOCK_SIZE - 1);
}
if ((screenData[i] & 8) != 0) {
g2d.drawLine(x, y + BLOCK_SIZE - 1, x + BLOCK_SIZE - 1,
y + BLOCK_SIZE - 1);
}
if ((screenData[i] & 16) != 0) {
g2d.setColor(dotColor);
g2d.fillRect(x + 11, y + 11, 2, 2);
}
i++;
}
}
}
private void initGame() {
pacsLeft = 3;
score = 0;
initLevel();
N_GHOSTS = 6;
currentSpeed = 3;
}
private void initLevel() {
int i;
for (i = 0; i < N_BLOCKS * N_BLOCKS; i++) {
screenData[i] = levelData[i];
}
continueLevel();
}
private void continueLevel() {
short i;
int dx = 1;
int random;
for (i = 0; i < N_GHOSTS; i++) {
ghost_y[i] = 4 * BLOCK_SIZE;
ghost_x[i] = 4 * BLOCK_SIZE;
ghost_dy[i] = 0;
ghost_dx[i] = dx;
dx = -dx;
random = (int) (Math.random() * (currentSpeed + 1));
if (random > currentSpeed) {
random = currentSpeed;
}
ghostSpeed[i] = validSpeeds[random];
}
pacman_x = 7 * BLOCK_SIZE;
pacman_y = 11 * BLOCK_SIZE;
pacmand_x = 0;
pacmand_y = 0;
req_dx = 0;
req_dy = 0;
view_dx = -1;
view_dy = 0;
dying = false;
}
private void loadImages() {
ghost = new ImageIcon("src/resources/images/ghost.png").getImage();
pacman1 = new ImageIcon("src/resources/images/pacman.png").getImage();
pacman2up = new ImageIcon("src/resources/images/up1.png").getImage();
pacman3up = new ImageIcon("src/resources/images/up2.png").getImage();
pacman4up = new ImageIcon("src/resources/images/up3.png").getImage();
pacman2down = new ImageIcon("src/resources/images/down1.png").getImage();
pacman3down = new ImageIcon("src/resources/images/down2.png").getImage();
pacman4down = new ImageIcon("src/resources/images/down3.png").getImage();
pacman2left = new ImageIcon("src/resources/images/left1.png").getImage();
pacman3left = new ImageIcon("src/resources/images/left2.png").getImage();
pacman4left = new ImageIcon("src/resources/images/left3.png").getImage();
pacman2right = new ImageIcon("src/resources/images/right1.png").getImage();
pacman3right = new ImageIcon("src/resources/images/right2.png").getImage();
pacman4right = new ImageIcon("src/resources/images/right3.png").getImage();
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
doDrawing(g);
}
private void doDrawing(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(Color.black);
g2d.fillRect(0, 0, d.width, d.height);
drawMaze(g2d);
drawScore(g2d);
doAnim();
if (inGame) {
playGame(g2d);
} else {
showIntroScreen(g2d);
}
g2d.drawImage(ii, 5, 5, this);
Toolkit.getDefaultToolkit().sync();
g2d.dispose();
}
class TAdapter extends KeyAdapter {
@Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (inGame) {
if (key == KeyEvent.VK_LEFT) {
req_dx = -1;
req_dy = 0;
} else if (key == KeyEvent.VK_RIGHT) {
req_dx = 1;
req_dy = 0;
} else if (key == KeyEvent.VK_UP) {
req_dx = 0;
req_dy = -1;
} else if (key == KeyEvent.VK_DOWN) {
req_dx = 0;
req_dy = 1;
} else if (key == KeyEvent.VK_ESCAPE && timer.isRunning()) {
inGame = false;
} else if (key == KeyEvent.VK_PAUSE) {
if (timer.isRunning()) {
timer.stop();
} else {
timer.start();
}
}
} else {
if (key == 's' || key == 'S') {
inGame = true;
initGame();
}
}
}
@Override
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if (key == Event.LEFT || key == Event.RIGHT
|| key == Event.UP || key == Event.DOWN) {
req_dx = 0;
req_dy = 0;
}
}
}
@Override
public void actionPerformed(ActionEvent e) {
repaint();
}
}
The code given is the functions of the pacman game.
Output:


Steps On How To Run The Pacman
Time needed: 5 minutes
These are the steps on how to run Pacman Game
- Step 1: Download source code.
First, download the source code given below.
- Step 2: Extract file.
Next, after you finished download the source code, extract the zip file.
- Step 3: Click open project.
Next, open netbeans IDE and click open project and choose your download source code.
- Step 4: Run the project.
Next, right click the project folder and click run.
Downloadable Source Code Here!
Summary
We have successfully build the pacman game in java, I hope this simple game in java can help you a lot to comply your requirements.
Inquiries
If you have any questions or suggestions about Pacman, please feel free to leave a comment below.