How to Make Video Games 22

Ms Pacman CloneIn this part of my tutorial on making Ms. Pac-Man we learn all sorts of useful techniques. We’ll learn how to use arrays to keep Ms. Pac-Man in the maze, modeling a game board in an array, turning ghosts blue, animating ghosts, accessing game object scripts in code, going through portals, more about StartCoroutine, sound effects and much more.

All the Images are Here. The code follows the video below. You can also Download all of my Unity game files so far for Pong, Space Invaders, Tetris and Mario.

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Code from the Video

Gameboard.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// Used so I can use Floor
using System;

public class Gameboard : MonoBehaviour {

	// Create array that holds all TurningPoints
	public Transform[,] gBPoints = new Transform[27,30];

	// 1. Create array that holds all valid path blocks
	public bool[,] validBlock = new bool[28,31];

	// References the empty that contains all the points
	private GameObject turningPoints;

	// Use this for initialization
	void Start () {

		// Get the Empty named TurningPoints
		turningPoints = GameObject.Find("TurningPoints");

		// Cycle through each point in that empty
		foreach (Transform point in turningPoints.transform) {

			// Get vector position of point
			Vector2 pos = point.position;

			// Put point in the array
			gBPoints[(int)pos.x, (int)pos.y] = point;

			// Debug.Log ("PUT POINT AT " + (int)pos.x + " " + (int)pos.y);

		}

		// 1. Add all valid traveling blocks to array
		AddYRowXRange (1, 1, 26);
		AddXColYRange (1, 1, 4);
		AddXColYRange (12, 1, 4);
		AddXColYRange (15, 1, 4);
		AddXColYRange (26, 1, 4);
		AddYRowXRange (4, 1, 6);
		AddYRowXRange (4, 9, 12);
		AddYRowXRange (4, 15, 18);
		AddYRowXRange (4, 21, 26);

		AddXColYRange (3, 4, 7);
		AddXColYRange (6, 4, 29);
		AddXColYRange (9, 4, 7);
		AddXColYRange (18, 4, 7);
		AddXColYRange (21, 4, 29);
		AddXColYRange (24, 4, 7);

		AddYRowXRange (7, 1, 3);
		AddYRowXRange (7, 6, 21);
		AddYRowXRange (7, 24, 26);

		AddXColYRange (1, 7, 10);
		AddXColYRange (12, 7, 10);
		AddXColYRange (15, 7, 10);
		AddXColYRange (26, 7, 10);

		AddXColYRange (9, 10, 19);
		AddXColYRange (18, 10, 19);

		AddYRowXRange (13, 9, 18);

		AddYRowXRange (16, 0, 9);
		AddYRowXRange (16, 18, 27);

		AddYRowXRange (19, 9, 18);

		AddXColYRange (12, 19, 22);
		AddXColYRange (15, 19, 22);

		AddYRowXRange (22, 1, 6);
		AddYRowXRange (22, 9, 12);
		AddYRowXRange (22, 15, 18);
		AddYRowXRange (22, 21, 26);

		AddXColYRange (1, 22, 29);
		AddXColYRange (9, 22, 25);
		AddXColYRange (18, 22, 25);
		AddXColYRange (26, 22, 29);

		AddYRowXRange (25, 1, 26);

		AddXColYRange (12, 25, 29);
		AddXColYRange (15, 25, 29);

		AddYRowXRange (29, 1, 12);
		AddYRowXRange (29, 15, 26);

	}

	// 1. Adds true to valid spaces using rows
	void AddYRowXRange(int yRow, int xStart, int xEnd){
		for (int i = xStart; i <= xEnd; i++) {
			validBlock [i, yRow] = true;
			// Debug.Log ("TRUE AT " + i + " " + yRow);
		}
	}

	// 1. Adds true to valid spaces using columns
	void AddXColYRange(int xColumn, int yStart, int yEnd){
		for (int i = yStart; i <= yEnd; i++) {
			validBlock [xColumn, i] = true;
			// Debug.Log ("TRUE AT " + xColumn + " " + i);
		}
	}

	public bool IsValidSpace(float x, float y){

		x = (float)Math.Floor(Convert.ToDouble(x));
		y = (float)Math.Floor(Convert.ToDouble(y));

		if (validBlock [(int)x + 1, (int)y + 1]) {
			return true;
		} else {
			return false;
		}

	}
		

}

MsPacman.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// Used to find out if Pac-Man hits a wall
using System;

// Used to manipulate the UI
using UnityEngine.UI;

public class MsPacman : MonoBehaviour {

	public float speed = 0.4f;

	// Used to move Ms. Pacman
	private Rigidbody2D rb;

	// Sprite used when Pac-Man is paused
	public Sprite pausedSprite;

	// Get reference to the SoundManager for functions
	SoundManager soundManager;

	// Audio clips
	public AudioClip eatingGhost;
	public AudioClip pacmanDies;
	public AudioClip powerupEating;

	// Setup Canvas
	// Create UI -> Text -> Name it Score
	// Canvas -> PosX 12.5, PosY 14.5, Width 40, Height 36
	// Render Mode World Space
	// Score -> PosX .56, PosY 16, Width 400, Height 30, 
	// Scale .07, Bold, White, 22, Align Center

	// Add Circle Colliders to all Dots with .25 Radius
	// Check Is Trigger

	// 2. Used to access the function IsValidSpace in Gameboard.cs
	Gameboard gameBoard;

	// 5. Get the RedGhost script so I can call functions
	Ghost redGhostScript;

	// Makes sure components have been created when the 
	// game starts
	void Awake(){
		// Get Pac-man Rigidbody
		rb = GetComponent<Rigidbody2D> ();

		// 2. Setup Gameboard so I can access functions
		gameBoard = FindObjectOfType(typeof(Gameboard)) as Gameboard; 

		// 5. Get the RedGhost GameObject
		GameObject redGhostGO = GameObject.Find ("RedGhost");

		// 5. Get the Script attached to the RedGhost
		redGhostScript = (Ghost) redGhostGO.GetComponent(typeof(Ghost));
	}

	void Start(){
		rb.velocity = new Vector2 (-1, 0) * speed;

		// Get SoundManager reference
		soundManager = GameObject.Find ("SoundManager").GetComponent<SoundManager> ();
	}

	// Add the ability to go in reverse without a pivot point
	void FixedUpdate(){

		float horzMove = Input.GetAxisRaw ("Horizontal");
		float vertMove = Input.GetAxisRaw ("Vertical");

		Vector2 moveVect;

		// Used to get direction Pac-Man is moving on
		// the X & Y access
		var localVelocity = transform.InverseTransformDirection(rb.velocity);

		// Move Left
		if (Input.GetKeyDown ("a")) {

			// Allows me to reverse direction without the need
			// to hit a point

			// 2. Change to check if this is a valid space
			// Subtracting 1 from x because I'm trying to move left
			if (localVelocity.x > 0 && gameBoard.IsValidSpace(transform.position.x - 1,transform.position.y)) {

				// Direction I want to move
				moveVect = new Vector2 (horzMove, 0);

				// Position Pac-Man at middle of the lane
				transform.position = new Vector2 ((int)transform.position.x + .5f, 
					(int)transform.position.y + .5f);

				// Changes the direction to left
				rb.velocity = moveVect * speed;

				// Faces Pacman left
				transform.localScale = new Vector2 (1, 1);

				// Sets rotation to default
				transform.localRotation = Quaternion.Euler (0, 0, 0);

			} else {

				// Direction I want to move
				moveVect = new Vector2 (horzMove, 0);

				if (canIMoveInDirection (moveVect)) {

					// Position Pac-Man at middle of the lane
					transform.position = new Vector2 ((int)transform.position.x + .5f, 
						(int)transform.position.y + .5f);

					// Changes the direction to left
					rb.velocity = moveVect * speed;

					// Faces Pacman left
					transform.localScale = new Vector2 (1, 1);

					// Sets rotation to default
					transform.localRotation = Quaternion.Euler (0, 0, 0);
				}
			}


		} else if (Input.GetKeyDown ("d")) {

			// 2. Change to check if this is a valid space
			// Adding 1 to x because I'm trying to move right
			if (localVelocity.x < 0 && gameBoard.IsValidSpace(transform.position.x + 1,transform.position.y)) {

				// Direction I want to move
				moveVect = new Vector2 (horzMove, 0);

				// Position Pac-Man at middle of the lane
				transform.position = new Vector2 ((int)transform.position.x + .5f, 
					(int)transform.position.y + .5f);

				// Changes the direction to left
				rb.velocity = moveVect * speed;

				// Faces Pacman left
				transform.localScale = new Vector2 (-1, 1);

				// Sets rotation to default
				transform.localRotation = Quaternion.Euler (0, 0, 0);

			} else {

				// Direction I want to move
				moveVect = new Vector2 (horzMove, 0);

				if (canIMoveInDirection (moveVect)) {

					// Position Pac-Man at middle of the lane
					transform.position = new Vector2 ((int)transform.position.x + .5f, 
						(int)transform.position.y + .5f);

					// Changes the direction to right
					rb.velocity = moveVect * speed;

					// Faces Pacman right
					transform.localScale = new Vector2 (-1, 1);

					// Sets rotation to default
					transform.localRotation = Quaternion.Euler (0, 0, 0);

				}
			}
				
		} else if (Input.GetKeyDown ("w")){

			// 2. Change to check if this is a valid space
			// Adding 1 to y because I'm trying to move up
			if (localVelocity.y > 0 && gameBoard.IsValidSpace(transform.position.x,transform.position.y + 1)) {

				// Direction I want to move
				moveVect = new Vector2 (0, vertMove);

				// Position Pac-Man at middle of the lane
				transform.position = new Vector2 ((int)transform.position.x + .5f, 
					(int)transform.position.y + .5f);

				// Changes the direction to left
				rb.velocity = moveVect * speed;

				// Faces Pacman left
				transform.localScale = new Vector2 (1, 1);

				// Sets rotation to default
				transform.localRotation = Quaternion.Euler (0, 0, 270);

			} else {

				// Direction I want to move
				moveVect = new Vector2 (0, vertMove);

				if (canIMoveInDirection (moveVect)) {

					// Position Pac-Man at middle of the lane
					transform.position = new Vector2 ((int)transform.position.x + .5f, 
						(int)transform.position.y + .5f);

					// Move up
					rb.velocity = moveVect * speed;

					// Sets facing direction to default
					transform.localScale = new Vector2 (1, 1);

					// Rotate facing up
					transform.localRotation = Quaternion.Euler (0, 0, 270);

				}
			}

		} else if (Input.GetKeyDown ("s")){

			// 2. Change to check if this is a valid space
			// Subtracting 1 from y because I'm trying to move down
			if (localVelocity.y < 0 && gameBoard.IsValidSpace(transform.position.x,transform.position.y - 1)) {

				// Direction I want to move
				moveVect = new Vector2 (0, vertMove);

				// Position Pac-Man at middle of the lane
				transform.position = new Vector2 ((int)transform.position.x + .5f, 
					(int)transform.position.y + .5f);

				// Changes the direction to left
				rb.velocity = moveVect * speed;

				// Faces Pacman left
				transform.localScale = new Vector2 (1, 1);

				// Sets rotation to default
				transform.localRotation = Quaternion.Euler (0, 0, 90);

			} else {

			// Direction I want to move
			moveVect = new Vector2 (0, vertMove);

				if (canIMoveInDirection (moveVect)) {

					// Position Pac-Man at middle of the lane
					transform.position = new Vector2 ((int)transform.position.x + .5f, 
						(int)transform.position.y + .5f);

					// Move Down
					rb.velocity = moveVect * speed;

					// Sets facing direction to default
					transform.localScale = new Vector2 (1, 1);

					// Rotate facing down
					transform.localRotation = Quaternion.Euler (0, 0, 90);
				}
			} 
		}

		// Will pause and unpause Pac-Man animation 
		// depending on if Pac-Man is at a wall or not
		UpdateEatingAnimation();

		/*
		Debug.Log ("PACMAN X " + transform.position.x);
		Debug.Log ("PACMAN Y " + transform.position.y);
		*/

		if (transform.position.y == 2.5) {
			transform.position = new Vector2 (transform.position.x, 3.5f);
		}

	}

	// Find out if Pac-man is on a TurningPoint
	bool canIMoveInDirection(Vector2 dir){

		// Pac-Man position
		Vector2 pos = transform.position;

		// Used to find if there a Point in the array or null
		Transform point = GameObject.Find ("GBGrid").GetComponent<Gameboard> ().gBPoints [(int)pos.x, (int)pos.y];

		// Did I find a Point here?
		if (point != null) {

			// Get Points associated GameObject
			GameObject pointGO = point.gameObject;

			// Get vectToNextPoint array attached to the Point
			Vector2[] vectToNextPoint = pointGO.GetComponent<TurningPoint> ().vectToNextPoint;

			// Cycle through the attached vectToNextPoint array
			foreach (Vector2 vect in vectToNextPoint) {
				if (vect == dir) {
					return true;
				} 
			}
		} 
		return false;
	}

	// Check if Pac-Man hit a wall
	// Check Is trigger for Pac-Man Circle Collider
	// Change all Dots to Dot Tag and Pills to Pill Tag
	// Add Is Trigger to Points with Circle Collider Radius .1
	// Add Tag Point to all Points
	void OnTriggerEnter2D(Collider2D col){

		bool hitAWall = false;

		// If Pac-Man hit a Point
		if (col.gameObject.tag == "Point") {

			// Get vectToNextPoint array attached to the Point
			Vector2[] vectToNextPoint = col.GetComponent<TurningPoint> ().vectToNextPoint;

			// Cycle through the attached vectToNextPoint array
			// to see if there is a Vector2 == Pac-Mans velocity 
			// or the direction Pac-Man wants to travel
			if (Array.Exists (vectToNextPoint, element => element == rb.velocity.normalized)) {
				hitAWall = false;
			} else {
				hitAWall = true;
			}

			// Needed to make Pac-Man stop on the Point when it 
			// hits a wall
			transform.position = new Vector2 ((int)col.transform.position.x + .5f, 
				(int)col.transform.position.y + .5f);

			// Stops Pac-Man when it hits a wall
			if (hitAWall) 
				rb.velocity = Vector2.zero;		

		}

		// 5. Handle eating pills
		// Add Circle Colliders + Is Trigger to all Pills
		if (col.gameObject.tag == "Pill") {

			// Play pill eating sound
			SoundManager.Instance.PlayOneShot (SoundManager.Instance.powerupEating);

			// Calls for the Ghost to be turned blue in the Ghost script
			redGhostScript.TurnGhostBlue ();

		}
		// END OF 5 STUFF
			
		// Simulates going through the portal
		Vector2 pmMoveVect = new Vector2(0,0);

		if (transform.position.x < 2 && transform.position.y == 15.5) {
			transform.position = new Vector2 (24.5f, 15.5f);
			pmMoveVect = new Vector2(-1,0);
			rb.velocity = pmMoveVect * speed;
		} else if (transform.position.x > 25 && transform.position.y == 15.5) {
			transform.position = new Vector2 (2f, 15.5f);
			pmMoveVect = new Vector2(1,0);
			rb.velocity = pmMoveVect * speed;
		}
			
		// If Pac-Man hit a Dot
		if (col.gameObject.tag == "Dot") {
			ADotWasEaten (col);
		}

	}

	// When Pac-Man hits a wall the animation will stop
	void UpdateEatingAnimation(){
		if (rb.velocity == Vector2.zero) {
			GetComponent<Animator> ().enabled = false;
			GetComponent<SpriteRenderer> ().sprite = pausedSprite;

			// Pause Pac-Man eating sound
			soundManager.PausePacman();

		} else {
			GetComponent<Animator> ().enabled = true;
			// Unpause Pac-Man eating sound
			soundManager.UnPausePacman();
		}
	}

	// Increase the score and delete a dot that Pac-Man eats
	void ADotWasEaten(Collider2D col){

		// Increase the score on the screen
		IncreaseTextUIScore ();

		// Destroy the Dot Pac-Man collided with
		Destroy (col.gameObject);
	}

	// Increases the score the the text UI name passed
	void IncreaseTextUIScore(){

		// Find the Score UI component
		Text textUIComp = GameObject.Find("Score").GetComponent<Text>();

		// Get the string stored in it and convert to an int
		int score = int.Parse(textUIComp.text);

		// Increment the score
		score += 10;

		// Convert the score to a string and update the UI
		textUIComp.text = score.ToString();
	}

}

Ghost.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// Used to find out if Ghost hits a wall
using System;

// Create Empty Ghosts -> Move it to X -.5 Y -.49
// Drag SpriteSheet_0 in and name it RedGhost
// Turn it into a Prefab -> Move to X 14 Y 19
// Drag other Ghosts into the sprite block in Inspector

// Add Rigidbody 2D - Mass .001 - Gravity Scale 0
// Collision Continuous - Freeze Rotation Z

// Add Box Collider Size .88 -> Check Is Trigger

public class Ghost : MonoBehaviour {

	public float speed = 4f;

	// Used to move the Ghost
	private Rigidbody2D rb;

	// 3. Animation sprites
	public Sprite lookLeftSprite;
	public Sprite lookRightSprite;
	public Sprite lookUpSprite;
	public Sprite lookDownSprite;

	// An array of destinations the Ghosts will move toward
	// while on patrol
	Vector2[] destinations = new Vector2[]{
		//new Vector2( 1, 29 ),
		//new Vector2( 26, 29 ),
		new Vector2( 26, 1 ),
		new Vector2( 1, 1 ),
		new Vector2( 6, 16 )
	};

	// The index to the first destination the Ghost aims at
	// Each Ghost aims at a different one
	public int destinationIndex;

	// Direction Ghost will move when it hits a Point
	Vector2 moveVect;

	// 3. Used to change the sprite
	public SpriteRenderer sr;

	// 5. Tracks if Ghost is blue so that Ghost isn't switched 
	// to the animation sprites above during that time
	bool isGhostBlue = false;

	// 5. Stores blue version of ghost
	public Sprite blueGhost;

	// Add Rigidbody to Ghosts
	void Awake(){
		// Get Ghost Rigidbody
		rb = GetComponent<Rigidbody2D> ();

		// 3. Get the SpriteRenderer
		sr = gameObject.GetComponent<SpriteRenderer>();

	}


	void Start(){
		// X of the destination TurningPoint
		float xDest = destinations[destinationIndex].x;

		// If Ghost x pos > destination x
		if(transform.position.x > xDest){

			// Move the Ghost left
			rb.velocity = new Vector2 (-1, 0) * speed;
		} else {
			// Move the Ghost right
			rb.velocity = new Vector2 (1, 0) * speed;
		}

	}

	void OnTriggerEnter2D(Collider2D col){

		// If the Ghost hit a Point
		if (col.gameObject.tag == "Point") {

			// Get the Vector my Ghost wants to move towards
			moveVect = GetNewDirection(col.transform.position);

			// Position the Ghost at point on screen
			transform.position = new Vector2 ((int)col.transform.position.x + .5f, 
				(int)col.transform.position.y + .5f);

			// 3. Change the sprites when turning
			if (moveVect.x != 2) {

				if (moveVect == Vector2.right) {

					// Changes the direction of the Ghost
					rb.velocity = moveVect * speed;

					// 3. Change the sprite
					// 5. Change if Sprite isn't blue

					if (!isGhostBlue) {
						sr.sprite = lookRightSprite;
					}

				} else if (moveVect == Vector2.left) {

					// Changes the direction of the Ghost
					rb.velocity = moveVect * speed;

					// 3. Change the sprite
					// 5. Change if Sprite isn't blue

					if (!isGhostBlue) {
						sr.sprite = lookLeftSprite;
					}

				} else if (moveVect == Vector2.up) {

					// Changes the direction of the Ghost
					rb.velocity = moveVect * speed;

					// 3. Change the sprite
					// 5. Change if Sprite isn't blue

					if (!isGhostBlue) {
						sr.sprite = lookUpSprite;
					}

				} else if (moveVect == Vector2.down) {

					// Changes the direction of the Ghost
					rb.velocity = moveVect * speed;

					// 3. Change the sprite
					// 5. Change if Sprite isn't blue

					if (!isGhostBlue) {
						sr.sprite = lookDownSprite;
					}

				}
			}

			// 3. End of 3 stuff

		}

		// 4. Simulates going through the portal
		Vector2 pmMoveVect = new Vector2(0,0);

		if (transform.position.x < 2 && transform.position.y == 15.5) {
			transform.position = new Vector2 (24.5f, 15.5f);
			pmMoveVect = new Vector2(-1,0);
			rb.velocity = pmMoveVect * speed;
		} else if (transform.position.x > 25 && transform.position.y == 15.5) {
			transform.position = new Vector2 (2f, 15.5f);
			pmMoveVect = new Vector2(1,0);
			rb.velocity = pmMoveVect * speed;
		}

		// 4. ----- END OF 4 STUFF -----
			
	}

	Vector2 GetNewDirection(Vector2 pointVect){

		// Ghost position minus the additional .5 for X & Y
		float xPos = (float)Math.Floor(Convert.ToDouble(transform.position.x));
		float yPos = (float)Math.Floor(Convert.ToDouble(transform.position.y));

		// Pivot point position minus the additional .5 for X & Y
		pointVect.x = (float)Math.Floor(Convert.ToDouble(pointVect.x));
		pointVect.y = (float)Math.Floor(Convert.ToDouble(pointVect.y));

		// Get the destination
		Vector2 dest = destinations[destinationIndex];

		// Checks to see if the Ghost hits the destination
		if(((pointVect.x + 1) == dest.x) && ((pointVect.y + 1) == dest.y)){
			destinationIndex = (destinationIndex == 4) ? 0 : 			
				destinationIndex + 1; 

			Debug.Log ("NEW DESTINATION " + destinations [destinationIndex]);
		}

		dest = destinations[destinationIndex];

		// Will hold the new direction Ms. Pac-Man will move to
		Vector2 newDir = new Vector2(2,0);

		// Holds previous direction traveled
		Vector2 prevDir = rb.velocity.normalized;

		// Holds opposite of previous direction traveled
		Vector2 oppPrevDir = prevDir * -1;

		// Vector2 directions
		Vector2 goRight = new Vector2(1,0);
		Vector2 goLeft = new Vector2(-1,0);
		Vector2 goUp = new Vector2(0,1);
		Vector2 goDown = new Vector2(0,-1);

		// Distance from destinations is used to decide if I
		// should move based off of which X or Y is closest
		float destXDist = dest.x - xPos;
		float destYDist = dest.y - yPos;

		/*
		Debug.Log ("GET NEW DIRECTION");
		Debug.Log ("X POSITION " + xPos); 
		Debug.Log ("Y POSITION " + yPos); 
		Debug.Log ("DEST X POSITION " + dest.x); 
		Debug.Log ("DEST Y POSITION " + dest.y);
		Debug.Log ("POINT X POSITION " + pointVect.x); 
		Debug.Log ("POINT Y POSITION " + pointVect.y);
		*/

		// Upper Left

		// Keeps Ghost from going toward the portal
		if (destYDist > 0 && destXDist < 0){

			if (pointVect.x == 5 && pointVect.y == 15) {

				if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) {
					newDir = goUp;
				}

				// Pick Up or Left depending whether I'm closest to
				// the X or Y
			} else if (destYDist > destXDist) {

				if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) {
					newDir = goLeft;
				} else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) {
					newDir = goUp;
				} else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) {
					newDir = goRight;
				} else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) {
					newDir = goDown;
				} else if (canIMoveInDirection (oppPrevDir, pointVect)) {
					newDir = oppPrevDir;
				}


			} else if (destYDist < destXDist) {

				if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) {
					newDir = goUp;
				} else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) {
					newDir = goLeft;
				} else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) {
					newDir = goRight;
				} else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) {
					newDir = goDown;
				} else if (canIMoveInDirection (oppPrevDir, pointVect)) {
					newDir = oppPrevDir;
				}

			}

		}

		// Upper Right

		if (destYDist > 0 && destXDist > 0){

			if (destYDist > destXDist) {

				if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) {
					newDir = goRight;
				} else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) {
					newDir = goUp;
				} else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) {
					newDir = goLeft;
				} else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) {
					newDir = goDown;
				} else if (canIMoveInDirection (oppPrevDir, pointVect)) {
					newDir = oppPrevDir;
				}

			} else if (destYDist < destXDist) {

				if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) {
					newDir = goUp;
				} else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) {
					newDir = goRight;
				} else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) {
					newDir = goLeft;
				} else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) {
					newDir = goDown;
				} else if (canIMoveInDirection (oppPrevDir, pointVect)) {
					newDir = oppPrevDir;
				}

			}
				
		}

		// Lower Right

		if (destYDist < 0 && destXDist > 0){

			if (destYDist > destXDist) {

				if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) {
					newDir = goRight;
				} else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) {
					newDir = goDown;
				} else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) {
					newDir = goLeft;
				} else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) {
					newDir = goUp;
				} else if (canIMoveInDirection (oppPrevDir, pointVect)) {
					newDir = oppPrevDir;
				}

			} else if (destYDist < destXDist) {

				if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) {
					newDir = goDown;
				} else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) {
					newDir = goRight;
				} else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) {
					newDir = goLeft;
				} else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) {
					newDir = goUp;
				} else if (canIMoveInDirection (oppPrevDir, pointVect)) {
					newDir = oppPrevDir;
				} else if (canIMoveInDirection (oppPrevDir, pointVect)) {
					newDir = oppPrevDir;
				}

			}

		}

		// Lower Left

		if (destYDist < 0 && destXDist < 0){

			if (destYDist > destXDist) {

				if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) {
					newDir = goLeft;
				} else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) {
					newDir = goDown;
				} else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) {
					newDir = goRight;
				} else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) {
					newDir = goUp;
				} else if (canIMoveInDirection (oppPrevDir, pointVect)) {
					newDir = oppPrevDir;
				}

			} else if (destYDist < destXDist) {

				if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) {
					newDir = goDown;
				} else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) {
					newDir = goLeft;
				} else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) {
					newDir = goRight;
				} else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) {
					newDir = goUp;
				} else if (canIMoveInDirection (oppPrevDir, pointVect)) {
					newDir = oppPrevDir;
				}

			}

		}
			
		// Ys Equal and Want to go Right
		// Done because the above don't test for if Xs & Ys are equal

		if ((int)(dest.y) == (int)(yPos)
			&& destXDist > 0){

			Debug.Log ("5");

			if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) {
				newDir = goRight;
			} else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) {
				newDir = goUp;
			} else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) {
				newDir = goDown;
			} else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) {
				newDir = goLeft;
			}

		}

		// Ys Equal and Want to go Left

		if ((int)(dest.y) == (int)(yPos)
			&& destXDist < 0){

			Debug.Log ("6");

			if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) {
				newDir = goLeft;
			} else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) {
				newDir = goUp;
			} else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) {
				newDir = goDown;
			} else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) {
				newDir = goRight;
			}

		}

		// Xs Equal and Want to go Up

		if ((int)(dest.x) == (int)(xPos)
			&& destYDist > 0) {

			Debug.Log ("7");

			if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) {
				newDir = goUp;
			} else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) {
				newDir = goRight;
			} else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) {
				newDir = goLeft;
			} else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) {
				newDir = goDown;
			}
		}
			

		// Xs Equal and Want to go Down

		if ((int)(dest.x) == (int)(xPos)
			&& destYDist < 0) {

			Debug.Log ("8");

			if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) {
				newDir = goDown;
			} else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) {
				newDir = goRight;
			} else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) {
				newDir = goLeft;
			} else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) {
				newDir = goUp;
			}

		}
		return newDir;
	}

	// Gets a chosen direction and searches for it in the array
	// that holds references to all the pivot points
	bool canIMoveInDirection(Vector2 dir, Vector2 pointVect){

		// Ghost position
		Vector2 pos = transform.position;

		// Used to find if there a Point in the array or null
		Transform point = GameObject.Find ("GBGrid").GetComponent<Gameboard> ().gBPoints [(int)pointVect.x, (int)pointVect.y];

		// Did I find a Point here?
		if (point != null) {

			// Get Points associated GameObject
			GameObject pointGO = point.gameObject;

			// Get vectToNextPoint array attached to the Point
			Vector2[] vectToNextPoint = pointGO.GetComponent<TurningPoint> ().vectToNextPoint;

			Debug.Log ("Checking Vects " + dir);

			// Cycle through the attached vectToNextPoint array
			foreach (Vector2 vect in vectToNextPoint) {

				Debug.Log ("Check " + vect);

				if (vect == dir) {
					return true;
				} 
			}
		} 
		return false;
	}

	// 5. Calls for the Ghost to be turned blue
	public void TurnGhostBlue(){

		StartCoroutine (TurnGhostBlueAndBack ());

	}

	IEnumerator TurnGhostBlueAndBack(){

		// Set so that the Ghost isn't animated while blue
		isGhostBlue = true;

		// Change to the blueGhost (SET IN INSPECTOR)
		sr.sprite = blueGhost;

		// Wait 6 seconds before changing back
		yield return new WaitForSeconds( 6.0f );

		// Allow for the Ghost to be animated again
		isGhostBlue = false;

	}

	// END OF 5 STUFF


}

SoundManager.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// Create Empty in the Hierarchy, name it SoundManager
// Add Component -> Audio -> Audio Source
// Drag sounds into Sounds Folder
// Create SoundManager.cs
// Drag sounds from folder to SoundManager Inspector
// Drag EatingDots to AudioClip in Inspector

public class SoundManager : MonoBehaviour {

	// Holds the single instance of the SoundManager that 
	// you can access from any script
	public static SoundManager Instance = null;

	// Sound clips for Pac-Man
	public AudioClip eatingDots;
	public AudioClip eatingGhost;
	public AudioClip ghostMove;
	public AudioClip pacmanDies;
	public AudioClip powerupEating;

	// Refers to the audio source used for Pac-Man
	// eating dots
	private AudioSource pacmanAudioSource;

	// Plays Ghost moving loop sound
	private AudioSource ghostAudioSource;

	// Used for playing one shot audio clips
	private AudioSource oneShotAudioSource;

	// Use this for initialization
	void Start() {

		// This is a singleton that makes sure you only
		// ever have one Sound Manager
		// If there is any other Sound Manager created destroy it
		if (Instance == null) {
			Instance = this;
		} else if (Instance != this) {
			Destroy (gameObject);
		}

		// Use multiple AudioSources
		AudioSource[] audioSources = GetComponents<AudioSource> ();

		// Used for Pac-Man eating dots
		pacmanAudioSource = audioSources[0];

		// Used to play Ghost moving sound
		ghostAudioSource = audioSources[1];

		// Used for one shots
		oneShotAudioSource = audioSources[2];

		// Start Pac-Man eating sound
		PlayClipOnLoop (pacmanAudioSource, eatingDots);

	}

	// Other GameObjects can call this to play sounds
	public void PlayOneShot(AudioClip clip) {
		oneShotAudioSource.PlayOneShot(clip);
	}

	// Used to start playing the Pac-Man eating
	public void PlayClipOnLoop(AudioSource aS, AudioClip clip){
		// Make sure we have an AudioSource and Clip
		if (aS != null && clip != null) {

			// Set the sound to loop
			aS.loop = true;

			// Set the volume of the sound
			aS.volume = 0.2f;

			// Set the clip to play
			aS.clip = clip;

			// Play the sound
			aS.Play();
		}
	}

	// Pauses Pac-Man eating sounds
	public void PausePacman(){
		if (pacmanAudioSource != null && pacmanAudioSource.isPlaying) {
			pacmanAudioSource.Stop ();
		}
	}

	// Restarts ac-Man eating sound
	public void UnPausePacman(){
		if (pacmanAudioSource != null && !pacmanAudioSource.isPlaying)
			pacmanAudioSource.Play ();
	}

	// Pauses Pac-Man eating sounds
	public void PauseGhost(){
		if (ghostAudioSource != null && ghostAudioSource.isPlaying) {
			ghostAudioSource.Stop ();
		}
	}

	// Restarts ac-Man eating sound
	public void UnPauseGhost(){
		if (ghostAudioSource != null && !ghostAudioSource.isPlaying)
			ghostAudioSource.Play ();
	}

}

TurningPoint.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TurningPoint : MonoBehaviour {

	public TurningPoint[] nextPoints;
	public Vector2[] vectToNextPoint;

	// Use this for initialization
	void Start () {

		// Initialize the array that will hold the vector to
		// each nearby TurningPoint
		vectToNextPoint = new Vector2[nextPoints.Length];

		for (int i = 0; i < nextPoints.Length; i++) {

			// Get each point so we can find its position
			// in relation to the current TurningPoint
			TurningPoint nextPoint = nextPoints [i];

			// Get the Vector to the next TurningPoint
			// Returns (1, 0) for right, (0, -1) for down, etc.
			Vector2 pointVect = nextPoint.transform.localPosition - transform.localPosition;

			// Store vector to Vector2 array
			// Without normalized the values wouldn't be 0, 1, or -1
			vectToNextPoint[i] = pointVect.normalized;
		}

	}
}

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