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*
*  PACMAN DOCUMENTATION
*
*  Coded by:
*     Kristina Lim (thenonymous@yahoo.com)
*     Gennile Chris Perol (sxsoujiro@yahoo.com)
*
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PLAYING THE GAME:
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The objective of the game is to eat all the coins in the playfield
so that Pacman can advance to a more difficult level. Upon eating
a coin, Pacman earns points. At the end of each level, bonus points
are given.

There are monsters in each level that keep Pacman from reaching the
coins. Bumping into one will cause Pacman to lose a life. Try to
outsmart these monsters. Initially, Pacman is given three lives.

Use the arrow keys in order to navigate around the playfield. The
level number and the score of the player are displayed in the lower
left part of the screen, while the number of lives Pacman has left
is on the lower right part of the screen.


RESOURCES:
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JAVA How to Program (Fourth Edition) by Deitel & Deitel
   - implementing KeyListener and using KeyEvent
   - importing and displaying external images (*.GIF)
Java Programming by Joyce Farrell
   - using Thread

Paolo Vanni Venegas
   - using Thread
   - keeping the applet from flickering (JPanel)
   - debugging
   et al.


GROUP MEMBERS:
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Gennile Chris Perol
- graphics
- game plan
- level design
- pseudocode
- actual code

Kristina M. Lim
- graphics
- game plan
- used matrices from the gems and walls
- used threads and synchronization
- used 2D arrays
- pseudocode
- actual code

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