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feat(pacman): add old-school CRT Pac-Man HTML5 game in .openagent/tmp/pacman-crt
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.openagent/context.md

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Known risks:
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- Contents are generated and may be overwritten by future agent runs.
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- Large binary assets are avoided; the project is code-only for portability.
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- Temp project: Pac-Man CRT at .openagent/tmp/pacman-crt (HTML5 Canvas, CSS CRT effects)
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Pac-Man CRT (temp)
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- Location: .openagent/tmp/pacman-crt
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- Run: open index.html in a browser (double-click or `open .openagent/tmp/pacman-crt/index.html` on macOS)
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- Stack: HTML5 Canvas + JavaScript + CSS-only CRT effects
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- Notes:
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- Grid-aligned movement, pellets, power pellets, four ghosts with chase/scatter/frightened.
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- Simplified ghost AI: intersection heuristic toward a target; frightened is random; mode timer cycles scatter/chase.
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- No external assets required (WebAudio beeps for sfx).
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- Pure static (no build tooling). If desired, serve with any static server.
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# Context: Pac-Man CRT (temporary)
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Purpose
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- HTML5 + JS Pac-like with old-school CRT look for local demo purposes. Lives under .openagent/tmp/pacman-crt.
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Key files
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- index.html: entry point
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- style.css: CRT screen aesthetics (scanlines, vignette, warp)
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- game.js: tilemap, game loop, entity logic, simplified AI, WebAudio beeps
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Known risks / notes
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- Ghost AI simplified vs. original arcade; timings/behaviors are approximate.
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- Collision edge cases may differ from the original hardware.
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- Power pellet and frightened timers are intentionally short for quick demos.
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- CRT effect is CSS-based; appearance varies slightly across browsers/monitors.
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Maintenance
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- Self-contained, static; no build step. Update this context if files change.

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