A Pac-Man Game on Campus Using GPS Location Information and Shortest Path Algorithm

Mei-Yi Wu, Shang-Rong Tsai, Jingshu Wang, Yu-Chen Chuang
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引用次数: 2

Abstract

In this study, a novel location-based service which fulfills the Pac-Man game by retrieving the users’ location information with GPS equipments in a natural campus environment is proposed. We design an integrated communication architecture of the client (PDA) and the server (Web server), and transform the GPS position information into the corresponding coordinates on campus e-map to implement this system. Dijkstra‘s Algorithm is used for the path planning of ghost chasing. This scheme has been implemented on the campus of Chang-Jung Christian University in Taiwan. The interfaces for both the client (PAD) and the server (Web server) of running this system are also illustrated in this paper.
基于GPS定位信息和最短路径算法的校园吃豆人游戏
本研究提出一种新的基于位置的服务,利用GPS设备在校园自然环境中检索用户的位置信息,实现吃豆人游戏。设计了客户端(PDA)和服务器端(Web服务器)的集成通信架构,并将GPS位置信息转换为校园电子地图上相应的坐标来实现该系统。采用Dijkstra算法进行追鬼的路径规划。该方案已在台湾长中基督教大学校园实施。本文还对运行本系统的客户端(PAD)和服务器端(Web服务器)的接口进行了说明。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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