Implementing movement in a Pacman game
Initial thoughts are:


Why is move calling create?  I don't know what create does, but this seems like a strange way for move to work.
You're using 5 for all four directions, this seems like it should probably be a constant.
It's unclear how you're going to implement collision detection at the moment, but it's something to consider when defining the interface for moving items.


From your comments, it seems that create draws Pacman.  If this is the case, then I'd still say that you don't want to be calling it from within your move method.  You want to try to decouple your game mechanics + movement/collision logic from your drawing/rendering logic, they are different concerns and may well move at different speeds.  One of the things you've said that you are looking for is to improve the speed that your code runs at.  If you think about running games on different hardware, one of the things to consider is that you need to start thinking about using that hardware effectively.  To give a concrete example, if your current computer processes your move method 10 times a second, that's going to move your Pacman 50 units.  Another computer may only run it 5 (moving 25 units) or may run it 50 (moving 250 units) that's a lot of variability that's usually ironed by linking the distance moved to the amount of elapsed time, which may be detached from the render time.

I haven't read the whole thing (and it seems to be aimed at the mobile market), but this seems like a fairly good introduction to game loop mechanics.