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Question by alexdevAo · Mar 10, 2020 at 11:46 PM · behaviourpacman

How to make snake game using pacman behaviour?

Im trying to make a game Like Snake using PacMan mechanics.

The snake is divided into 3 parts: head, body and tail.. I control the Head and I would like the body to follow the head and the tail to follow the body, but the body and tail are not following the head. They are following different paths. I used the GetBlinkyTargetTile method to make the body always follow the head. As I understand it, Blinky always looks for the Nearest Node through this calculation:

 Vector2 vec = targetPosition - (Vector2) previousNode.transform.position;         
 return vec.sqrMagnitude; 

How can I make the body always follow Head's currentNode?

  void Move()
     {
 
         if (targetNode != currentNode && targetNode != null && head.transform.position != startHeadPosistion)
         {
             if (OverShotTarget())
             {
                 currentNode = targetNode;
 
                 transform.localPosition = currentNode.transform.position;
 
                 GameObject otherPortal = GetPortal(currentNode.transform.position);
 
                 if (otherPortal != null)
                 {
                     transform.localPosition = otherPortal.transform.position;
 
                     currentNode = otherPortal.GetComponent<Node>();
                 }
                 targetNode = ChooseNextNode();
                 previousNode = currentNode;
                 currentNode = null;
             }
             else
             {
                     transform.localPosition += (Vector3)(direction * speed) * Time.deltaTime;
             }
         }
     }
     float LengthFromNode(Vector2 targetPosition)
     {
         Vector2 vec = targetPosition - (Vector2)previousNode.transform.position;
         return vec.sqrMagnitude;
     }
     bool OverShotTarget()
     {
         float nodeToTarget = LengthFromNode(targetNode.transform.position);
         float nodeToSelf = LengthFromNode(transform.localPosition);
 
         return nodeToSelf > nodeToTarget;
     }
     Vector2 GetBodyTargetTile()
     {
         Vector2 headPosition = head.transform.position;
         Vector2 targetTile = new Vector2(Mathf.RoundToInt(headPosition.x), Mathf.RoundToInt(headPosition.y));
 
         return targetTile;
     }

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